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File: 1206.png (133 KB, 1856x1146)
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Welcome to Magic Mongols - A strategic roleplaying game where you get to play as a general in the armies of Ghengis Khan as he sets out from Mongolia to conquer all of civilization.
Except in this world he is one of the first of many powerful sorcerers, and so can you be.

In Magic Mongols problems are best solved through magic (though other solutions are not out of the question), as every year (1 turn = 2 years) passes by more and more land is absorbed into the mongol empire and due to this rapid pace casualties need to be kept to a minimum, thus Genghis employs the use of powerful sorcerers - of which only a few have been born so far - to command the many large armies which he and such seemingly divine individuals inevitably amass.

>template for the creation of a general and army with explanation information
>General Name
(literal meaning in english, name in original language optional)
>Ambition
(what general wants to do)
>Character Flaw(s)
((a) flaw(s) are an important part of roleplay - thus please put down the greatest flaw of your general (more will mean less overwhelming but more numerous flaws))
>Tribe/Warband Name
(literal meaning in english, name in original language optional)
>map color
(what color your army is represented by)
>army symbol
(optional) (must fit in a 11x11 pixel pattern with a palette of one background (the army color) color w/ a black symbol and one other optional color for added flair)
>General's Personal Religion
(pretty much any religion bar those found only other continents)
>Army's Religion
(options: Tengri, Vajrayana Buddhism, Mahayana Buddhism, Sunni Islam (Uyghur culture specific))
>Army's Culture
(culture gives bonuses to certain provinces if you own it) (options: Mongol, Uighur, Manchurian)
>Magic Domain:
3 Basic Starting spells: (must be tied to domain - please give information on how it is casted)
>Other/Fluff:
>>
>Credits
Map lifted from the game "Europa Universalis IV" from the mod "Extended Timeline" - The game can be bought at https://store.steampowered.com/app/236850/Europa_Universalis_IV/ and the mod can be found at https://steamcommunity.com/sharedfiles/filedetails/?id=217416366
Map made using MS paint and Fire Alpaca https://firealpaca.com/
>Disclaimer
Events as portrayed in game do not fully reflect reality - characters will act in ways deviant from reality. Game is designed as it is for roleplay and entertainment purposes and is not designed to offend any particular group.
>Discord
https://discord.gg/Tz3GA4s (for communication purposes between me, "Sky" and all other players - this discord also hosts other games such as the up and coming "imperial colony nrp" game by "Piratejoe"/"Llychlyn" alongside archives for various previous games)
>Timescale irl
This game is planned to be taking place over the course of 2 weeks with an update daily. However if the system is deemed to taxing on the time of the OP this may be scaled back to 1 per 2 days. Other factors may also hault the game for a time however there are no plans to not complete it

>the game explained
In short the game will be divided into two general sections - first the conquering phase when the empire is essentially united and then the feuding phase where players will battle it out for power and influence. You amass power by conquering land which then puts it under your influence giving you power (represents troops) and wealth (used to buy more troops and equip troops) each turn alongside what you got from the initial conquest.
Every turn you get to do 2 things (excluding diplomatic actions):
>Movement Action
In your movement action you get to either attack a bordering province or move your army 4 tiles though you may not attack provinces not under mongol domination. In the province you end up in (assuming it was under mongol control last turn and has your influence within it or the permission of another player) you may muster troops, this represents your general going about and raising more soldiers though this may only be done in a province which is nomadic unless the levied troops are special troops. (for instance a magic mercenary group or war elephants from india)
>Research Action
With your research action you get to either invent (or improve upon) a spell in your domain, this can be anything that is tied to your domain and within the power levels of the game. In some instances you may be able to adopt a technology for your army (for instance bombs if you are in a Chinese tech province) but you may never invent technology which is not based on your magic domain.
This action may also be used to adopt a secondary culture, this gives you bonuses on provinces of this culture that you own or have influence over.
>>
>>4413648
>Special Actions (1 of each per game if at all)
>adopt a secondary culture
This requires you end in the province with that culture, you can only do this once per game and the new culture will stack with the culture you previously chose for your army's initial culture.
>tengri religious conversion action
As one of the tengri faith you can convert to a local religion however depending on how you played you could lose portions of your army and will get less from previously conquered provinces (generally), also as a tengri you can adopt a secondary religion which is less risky and gives you the same religion bonus to provinces with that religion.
>convert to former heretic religion
You can convert to a heretic religion, however this is risky and can incur sizable penalties however it can be done with any religion which is not pagan. (a few religions consider others as heretical despite being in a different group, for instance all buddhist religions view Dharmic, Shinto and Confucian religions as heretics. This is the only exception in the game however)

>Diplomacy
Diplomacy is what you do to communicate with other players or npcs. You can do as many as you want per turn and you do it (unless you have some sort of magic power that says otherwise) in the form of letters sent using the lightning fast couriers of the Khan. It is possible to have non-letter diplomacies with other players but you must be in the same province or cross paths with them with your movement action to do so.
>>
>>4413651
>Spell addition system
A basic but effective spell lies at the base of any tree of power. Take the fireball for instance, it could be a single caster action which takes but a second to cast (assuming the caster still has the will left to do so), all the more mundane in the world of magic, yet research it further and you could get a spell called "rain of fire" where massed, long range fireballs could be casted by groups of units. Devastating the enemy in the same way as a rain of arrows might.
Combining spells can also yield more advanced ones, take for instance fireball and a flaming arrows enchantment for bows, by researching a way to combine these spells you could create fireball arrows (though these fireball arrows are little compared to the default fireball), giving otherwise magic lacking light calvary bows which are a death sentence to unprepared enemy units. To create fireball arrows we would need to preform 3 research actions. First would come fireball and flaming arrows (2 research actions) and afterwards would come the uniting spell of fireball arrows. A total of three research actions for the ability to cast devastating fireballs and flaming arrows of lesser yet more numerous power.

Tips:
>as a christian focus on amassing christian provinces and converting aristocracies to your faith. Conquering the holy land and provinces with christian minorities will also give you manpower bonuses.
>as an adherent to the tengri faith don't feel obliged to replace or convert the aristocracy of provinces you conquer as the bonuses between provinces you conquer with tengri involved and those provinces which dont have tengri are negligible. Its better to go for quantity over quality when it comes to tengri conquering as you get more from tributaries than other faiths
>as a Muslim focus on replacing the aristocracy in provinces which are not muslim as they will give some of the best wealth yields in the game while your Muslim aristocracy will provide a good deal of manpower
>as a Confucian conquer china, its just that simple. all other provinces pale in comparison if you are a Confucian
>make sure to conquer in a set path as if you end up in a province with nothing around it you can conquer you will waste a turn moving somewhere where you can conquer
>as a buddhist try not to loot as much because you cannot get the same benefits out of it
>its okay to cater your magic to defeating another player as the relations between the generals are naturally strained and thus attempts to counter each other are not out of the ordinary even in the era of unity
>>
>>4413646
>General Name
Hurricane (Khar Salkhi)
>Ambition
Strengthen and spread the Tengri religion.
>Character Flaw(s)
Religious Dogmatism. Glory Hound
>Tribe/Warband Name
Shapes in the Rain (Boroond Kelbertei)
>map color
Navy Blue
>army symbol
(optional) (must fit in a 11x11 pixel pattern with a palette of one background (the army color) color w/ a black symbol and one other optional color for added flair)
>General's Personal Religion
Tengri
>Army's Religion
Tengri
>Army's Culture
Mongolian
>Magic Domain:
Weather
3 Basic Starting spells: (must be tied to domain - please give information on how it is casted)

N’Shuurga (Agitates the nearby weather, causing it to become more extreme in a localised area in a way that the caster desires, though cannot be cast spontaneously and must be sustained) Cast and maintained by a group of lesser shamans to leave the general free to direct other matters.
Q’Ayanga (Causes a large and sudden lightning strike from the heavens above, requires stormy weather to cast) Cast by the general at will
G’Todorkhoi (Clears the weather above, wiping away clouds and rendering the skies fair) Cast by the general at will

>Other/Fluff: An influential militant shaman with only two wives but a zealous loyalty to the Khan and to Tengri.
>>
>>4413646

>General Name:
Khan Indis
>Tribe/Warband Name:
The Great Powder
>Religion:
Tengri
>Magic Domain:
gunpowder!
>3 Basic Starting spells:
>Xu'La:
summon gunpowder out of the sky, that can be used to recolt gunpowder to you know... make gunpowder based weaponry
>Gi'lo!:
capable of enchanting a gunpowder based weapon to be much more easier to use in warfare (ex: make a firelance have a longer 'flame' range)
>Chinchon!: incendiary any enemies that have been hit with gunpowder in the most terribles flames known to mankind
>Ambition:
he just want to have sex , and kill , for god sake!
>Other/Fluff:
he as... a lot of wife dare I say , mostly kidnapped from regions that lost againts the great khan... and thats it, oh he also suffer from of both some extreme level of megalomania aaand both paranoia and dementia
>>
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>>4413646
>>General Name
Tsasjin Borjigin (Snow)
>>Ambition
Whether through conquest or claiming heirs as her husbands and concubines, increase the amount of titles and claimants she and her children will have. To further enforce and solidify the Mongolian Empire's domain of the world and her Father's eternal rule.
>>Character Flaw(s)
Hero Worship for Genghis: Admires her father above all else, and wishes to see him grow to grander heights.
Opposing Gender Role: Turns out taking other kingdom's heirs and forcing them into your harem doesn't work well for every culture.

>>Tribe/Warband Name
The Northern Winds (Khoid Salkhi)
>>map color
Very light blue, (#D3EFF5)
>>army symbol
Pic related

>>General's Personal Religion
Tengri
>>Army's Religion
Tengri
>>Army's Culture
Mongol

>>Magic Domain: Winter
Mönkhiin övöl (Eternal Winter) - Channels a perpetual blizzard around the army, used by either the general or a group of shamans
Zürkhnii mös (Hearts of Ice) - Enchantment, reduces the impact cold and snow has on own army's morale and effectiveness
Avaaryn gishgüür (Avalanche Steed) - Generates a small wave of snow in front of caster as they ride, letting you run down enemy troops like an avalanche

>>Other/Fluff: One of Genghis' daughters.
>>
>>4413646
Is this game going to be played on /qst/ or is this one of those Discord game ads?
>>
I see Christian mechanics but no way to start as Christian? There were several Mongol clans that were Christian like the Keraites.
>>
>>4414447
You’re right, Nestorian Christian is an option and has been since i came up with this concept i just missed putting that in. But yes Nestorian Christian is an option. Sorry about that
>>4414383
This is a qst game through and through however discord may be used later in the game to help streamline the turn based strategy pvp system which will be introduced later. The server itself is essentially a hub for qst games of the nationrp variety, though there is a circle of people (myself included) who pretty much know eachother at this point through playing these games with eachother
>>
Looks interesting. Will try to get a post up in the morning. How many players do you need/want?
>>
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>>4413646
>General Name
Ursurper (Khar Uzrpator)
>Ambition
Keep his native homeland safe at any cost.
>Character Flaw(s)
Cowardice - Uzrpator was never a map of great individual power, thus he is fearful. Often fearful of appearing on the battlefield himself or fearful of fighting enemies if he feels he might loose.
>Tribe/Warband Name
Riders of the 1000 Mists
>map color
White/Beige
>army symbol
(pic related)
>General's Personal Religion
Tengiri
>Army's Religion
Tengiri
>Army's Culture
Mongol
>Magic Domain: Ilusion
Dasar - an ilussionary army division is created either my own or the enemies.
Das - a division of my or the enemies army becomes invisible
Dekalo - an environmental illusion is created. For example a fake ravine, a house in the way, a boulder, obscured terrain etc.
>Other/Fluff: Uzrpator used to be a slave to the Chieftain of the Land before the conquests of Ghengis. The day before the Great conqueror came he killed his master and trough illusion magic disguised himself as him to beg the Khan for mercy for the people of his land. The Khan saw trough his illusion (as it was yet weak), but agreed. A few moons later a letter was sent to the now fake ruler, the Khan valued his skills and wished to test him to be fit to become a major figure in his army. With a promise of peace for his homeland he was convinced and managed to pass the Khan's test.
>>
>>4414874
havent decided on a max yet, probably something around 6? maybe 7? anything higher might be too much. it mostly depends on how efficiently i can crunch (and also write fluff)
>>
>>4413659
Your domain shall be storm, as that domain is both more flexible and unique, also its more catchy and actually happens above mongolia.
Spells are approved
>Khar Salkhi is a controversial figure, at least among religious circles. He - either retroactively or in life was known as a black sheep among his kin (at least in his early days) and a fundamentalist despite the varied and regional nature of worship towards Tengri. His opponents, most often less zealous worshipers of Tengri often paint him as one of two faces - firstly his public face of zealotry for the faith and loyalty to the khan and his second face of jealousy and an unwillingness to adapt his radical views to the wider facts of the doctrines of the faith. Nonetheless he is still remembered fondly by many as his fervor set him to conquer swaths of territory and the teachings which he codified into written text adhered to by many still of the then emerging sect of the "radical" or "new" Tengrists.
-Unknown Scholar, within the opening chapter about the life and times of General Khar Salkhi within the "Recent Secret Histories of the Mongols" (also known as the Second Secret History of the Mongols)
>>
>General Name Dzam Harguy (Trail)

>Ambition
She has four goals, to control the undiscovered southern most lands which are oft overshadowed by china and what lies west, and make it able to rival both. To be able to prove herself. And lastly, to be remembered for her actions just as much as her father.
>Character Flaw(s)
Glory Hunter - Naturally, seeing how she desires to be just as if not more famous than her father, she's more prone to risk, and much less likely to chose discretion. Despite this, she isn't suicidality foolhardy...
Incapable of lying - Due to a mix of finding it incredibly hard to lie and her value of honesty, she oft will be honest, even when it doesn't benefit her, and oft struggles to lie the few times she tells them.
Obsessive Perfectionist - Oft tries to keep everything 'perfect' when it really doesn't need to be. Really hates it to find numbers in their army uneven, be it in soldiers or equipment.
>Tribe/Warband Name
Southern Bound Travelers (Ömnö hil hyadzgaar ayanchin)
>map color
Forest Green
>army symbol
Pic was sent to you over discord. I can't post it for some reason.
>General's Personal Religion
Tengri
>Army's Religion
Tengri
>Army's Culture
Mongol
>Magic Domain: Plants
Agnah - Casting will make it so that any foliage may move to ensnare and hinder the caster's target
Nuuh - Casting will shift local foliage every so subtly and gently to hide the movement of those the caster desires, and hinder the sight of those they wish not to see.
Dzörög - Causes tree's and their roots to aid travel and form paths through even the thickest forests, aiding the movement of the caster and their allies.
>Other/Fluff:
One of the Khans many daughters, one of the few to be able to use magic.
>>
>>4413784
please reformat that information to fit with the template given in the opening post. Here are the spells which i have rewritten to fit more with your megalomaniac
>Xu'La:
the general summons gunpowder out of the sky, that can be used to you know... make gunpowder based weaponry or coat the enemies of the Khan in a flammable dust
>Gi'lo!:
capable of enchanting a gunpowder based weapon to be much more easier to use in warfare (ex: make a firelance have a longer 'flame' range)
>Chinchon!:
The general causes gunpowder to burst into great flames, causing intense burns and causing whatever was caught up in the blast to catch on fire. This fire is far hotter than normal gunpowder flames although at the cost of the gunpowder's ability to cause a concussive blast
>>
>>4414193
Approved.
>>
>>4415044
Minor rewrites of the spells by me. Otherwise this is good
Dasar - the general create an ilussionary army division is created either his own or the enemies which he, aided by a group of support magicians maintains until it is no longer required.
Das - the general causes a division of his or the enemies army become invisible
Dekalo - the general creates an environmental illusion which is maintained by support magicians. For example a fake ravine, a house in the way, a boulder, obscured terrain etc.
>Khar Uzrpator, it is said was scarcely trusted in life. Though none can say he did not have good intentions his craft - that of illusions is one of the less understood and most commonly associated with thieves of all stripes and colors. The kinds of people who are cowards, those who hide behind facades and are thus
either lazy or scum. And yet the history of Khar Uzrpator has not been as black and white as how the few spells he created which yet remain are used, as though like a thief in the night he is said to be a coward unlike a thief he was never one predetermined towards doing wrong. So among his peers and among those of other peoples he is not always regarded among the lowest of this world.
-Unknown Scholar, within the opening chapter about the life and times of General Khar Uzrpator within the "Recent Secret Histories of the Mongols" (also known as the Second Secret History of the Mongols)
>>
>>4415182
Minor rewrites to magic
Agnah - A quick cast which makes it so that any foliage may move to ensnare and hinder the caster's target
Nuuh - A quick cast which shifts local foliage every so subtly and gently to hide the movement of those the caster desires, and hinder the sight of those they wish not to see.
Dzörög - Enchantment to horses so that tree's and their roots move to aid travel and form paths through even the thickest forests, aiding the movement of the caster and their allies.
>Dzam Harguy to many seems like a very contradictory woman, in many ways like her sister Tsasjin and yet unlike her sister far more distant from the core of the mongol holdings. She also seemed to contradict in other ways as well, being that she was a scourge upon the lands she set her eyes upon and yet the dynasty she founded would radically change those vast regions in many ways (in directions some would say are good, though ask the people themselves and many will say otherwise) being a force for the mongolization of the region and in turn the changing of those who set to take those regions as well. Yet even that was not the end for she only accepted perfection and yet in this pursuit deviated immensely from traditional mongol ways even when taking into account the emerging forms of magic of the time. Overall she was distant, yet brought unending glories to the empire and yet despite that so many of her victories go unsung... for such is the nature of taking such distant places, of that land she held...
-Unknown Scholar, within the opening chapter about the life and times of General Dzam Harguy within the "Recent Secret Histories of the Mongols" (also known as the Second Secret History of the Mongols)
>>
>>4413648
>>4413651
>minor rewrites
adopting a secondary culture is its own action within the domain of special one time actions
>tengri mechanics expanded
in place of converting fully to a different faith a tengri, shamanist or animist army may instead adopt a religion as a secondary religion, gaining the benefit of considering that religion on par with tengrism and thus giving further bonuses
>>
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WORLD EVENT
>the great wall indomitable
The armies of Genghis rally near Ningxia in preparation for the culling of the Xia (a group of buddhist nomads who had previously owned territory now under the khan) and the begining of the invasion of china. Yet many scouts towards the great wall come back with dire stories, if at all.
They speak of a desolate region starting just a few miles before the great wall should appear, with none able to go into this waste without being destroyed or forced to flee by a great stream of fire which the magic adept among them are unable to avoid with their use of sky sorcery.
Undaunted by such stories Genghis leads a small detachment of his most powerful sky sorcerers to investigate, bringing many expensive and rare charms with them alongside the blessings of priests of various faiths.
Using their power they manage to barely repel the great flames which despite sounding like some kind of new gunpowder based weapon employed by the Chinese is instead seen to be magical in origin.
After great effort is exerted even by the Khan himself they manage to reach the great wall, and what assails them is both magnificent and terrifying.
A great amber dragon, thought to be a mile long confronts them. From its mouth spews great streams of fire and its words despite being spoken in a seemingly ancient form of Han Chinese hold immense authority to them despite many not understanding a word it says.
And it speaks directly to Khan.
>AMONG ALL TO TRY TO PENETRATE THIS WALL YOU, IN YOUR HUBRIS THOUGHT YOU COULD GET PAST IT. FOLLY, A FOOL YOU ARE. AND YET A POWERFUL ONE AT THAT, AS A TOKEN OF PITY, FROM AN EMPEROR OF LEGEND TO A GREAT ONE AMONG FILTH I WILL GIVE YOU BUT THE BAREST CHANCE TO ESCAPE MY WRATH. LEAVE FOUL SORCERER AND NEVER RETURN, THERE ARE PLENTY OF WEALTHY STATES TO THE WEST SO LEAVE THE MIDDLE KINGDOM TO ITS OWN DEVICES AND BUILD YOUR PETTY EMPIRE ELSE WARE, NOW BEGONE!

With but a single breath from its divine lungs, the dragon, immense in power blows away the harbringer of tengri past the wastes, killing many by the sheer power of his breath and leaving most others injured, though the khan remains unharmed he leaves declaring all who try to assail china as fools. He proclaims that nobody may set foot there unless Tengri himself declares otherwise. For all who try shall surely perish.
>>
Still accepting players op?
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>>4415190
so , do i need to just slam those things on the original template or no sky?
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>>4415258
yep, at least 2 more right now
>>4415259
please do
>>
>>4415268

>General Name:
Khan Indis
>Tribe/Warband Name:
The Great Powder
>Religion:
Tengri
>Magic Domain:
gunpowder!
>3 Basic Starting spells:
>Xu'La:
the general summons gunpowder out of the sky, that can be used to you know... make gunpowder based weaponry or coat the enemies of the Khan in a flammable dust
>Gi'lo!:
capable of enchanting a gunpowder based weapon to be much more easier to use in warfare (ex: make a firelance have a longer 'flame' range)
>Chinchon!:
The general causes gunpowder to burst into great flames, causing intense burns and causing whatever was caught up in the blast to catch on fire. This fire is far hotter than normal gunpowder flames although at the cost of the gunpowder's ability to cause a concussive blast
>Ambition:
he just want to have sex , and kill , for god sake!
>Other/Fluff:
he as... a lot of wife dare I say , mostly kidnapped from regions that lost againts the great khan... and thats it, oh he also suffer from of both some extreme level of megalomania aaand both paranoia and dementia
like this?
>>
>>4415268
>General Name
Babur (Tiger)
>Ambition
Wealth , especially the riches of far away persia. his greatest dream was for his tribe to become as prosperous and wealthy as the caliph of persia and the emperor of china
>Character Flaw(s)

Hates mongol and mongol way of living, secretly yearns for the settled people luxury and culture, though he keeps it to himself for now in fear of genghis khans wrath,.

Kleptomaniac, things are always missing whenever he or his tribe passes other friendly armies whether its supplies from the mongol camp or loot from recent battle.

>Tribe/Warband Name
Golden horde

>map color
Yelow
>army symbol
a yellow circle in black background
>General's Personal Religion
Islam
>Army's Religion
Tengri
>Army's Culture
Uighur
>Magic Domain: Thief domain

Steal : the general can steal a medium sized object from the target, provided he has enough knowledge of where and how it looks like.
Thief's Eye : the general can locate precious object within certain distances
Sneak : the general can make himelf or his army invincible for a short period of time

>Other/Fluff: found a stash of tocharian scrolls depicting ancient persia in his tribe heirloom and ended up becoming massive persian fanboy.
>>
>>4415291
damn, this general's a real black swan and i like it
i recommend you join the discord >>4413648
https://discord.gg/Tz3GA4s for communication purposes.
As for the sheet itself, I like the concept its going to really lead to some interesting scenarios later on, however the magic domain needs work which is why i think that it should be changed to either just teleportation or portals, this would keep with the theme while being much more of a defined domain.
Because thinking with portals is cool and unconventional.
Your last spell is also not in line with what a basic spell should be, if you choose the portal domain i would recommend portal walls which make anything that hits it fly back in the direction it came from
two more things, do you want more of a ring circle or a flat just black circle and you can make your army sunni islamic like your general so you dont have to have the hassle of dealing with a tengrist army
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>>4415318
flat yellow circle*
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>>4415291
This looks pretty damn fun, not going to lie.
I like thief as a domain, but if that has to go, then perhaps telepathy or divination instead? Maybe just esper domain? Gets the combo of stealing and finding precious treasure or loot.
Also I think the sneak ability was supposed to be invisible, not invincible. Fits more with thief aesthetic and not as broken.
>>
>>4415318
>>4415291

>Magic Domain: Door domain


Steal : the general can use portals steal a medium sized object from the target, provided he has enough knowledge of where and how it looks like.
Thief's Eye : the general can locate certain object/target using portals within certain distance
Return: can use portal walls to return incoming attack or send an object to the enemy target
>>
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*TURN ONE BEGINS NOW*
All armies besides the khan himself start with 10 power and 13 wealth (enough for 7 light calvary and 3 heavy calvary forces alongside the general and his immediate entourage who are not account for in the calculations)
Magic Mongol armies are both magically adept and already a force to be feared without it, thus taking regions even bigger than the mongol army is completely possible.
*NEW PLAYERS MAY STILL JOIN, 2 OR MORE SLOTS REMAIN*
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>>4415364
approved
>>
>>4415368
>Khar Salkhi marches the shapes in the rain west, intending to swiftly conquer the province.
>Given some are loyal to Tengri, he begins his conquest relatively peacefully, intending to subjugate the area with a display of strength and magic rather than butcher everyone into submission
>>
>>4415395
Note: I intend to convert the aristocracy
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>>4415368
>movement : attack the uighur province above tibet (9 power/ 4 wealth)
following his dream. Babur and his horde begin marching west destroying other uighur tribes in his path. Babur gave the defeated uighur chiefs in the region a choice beetween becoming his subject and convert to islam or face death
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>>4415318
>make your army sunni islamic like your general so you dont have to have the hassle of dealing with a tengrist army

Actually yeah this makes more sense with uighurs , have my army be Muslim instead op
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>>4414463
>This is a qst game through and through
Good to hear. I'll make an entry

Entry:
>General Name
Bürged (The Eagle)
>Ambition:
Explore the world to uncover and tame new, mysterious lands for the Khaganate.
>Character Flaw(s)
>Reluctant
Bürged's focus on defense and acquiring complete information can err into hesitation and inaction. While not a coward, his actions can sometimes be mistaken for one.
>Tribe/Warband Name
The White Scars
>map color
Red
>army symbol
Might do later
>General's Personal Religion
Tengri
>Army's Religion
Tengri
>Army's Culture
Evenki (the peoples north of Mongolia proper)
>Magic Domain:
>Wind
3 Basic Starting spells:
Wind Wall: Creates a barrier of strong winds that knock away ranged attacks
Gale Speed: Enhances the speed of a small mounted group, allowing for a range of tactical options such as better scouting, faster retreats, or more devastating charges.
Whispering Winds: Can perform a ritual to send a message to a designated location. It manifests as a wind that carries his words to a designated recipient.
>Other/Fluff:
He was put in charge of the northern periphery of Mongol territory, where people speak a different tongue and have incorporated cultural elements of the far northern peoples, despite having the same faith. Bürged is best at home on the move, when riding across the lands like a sweeping wind.

Not sure if this is all right, so tell me if/where I should adjust
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>>4415529
>General Name
Galyn Daichin (Fire Warrior)

>Ambition
He fights for glory and land. He wishes to have a great empire for himself and become famous while achieving this goal.

>Character Flaw(s)
Stubborn

>Tribe/Warband Name
The Burning Demons

>map color
Orange

>General's Personal Religion
Tengri

>Army's Religion
Tengri

>Army's Culture
Mongol

>Magic Domain:
Fire

3 Basic Starting spells: (must be tied to domain - please give information on how it is casted)

Fireball: A fiery explosion appears where the general dictates.

Engulfed in flames: The general summons A fiery sphere around his army burning anything that it comes in contact with or that is in it including projectiles and obscures it’s inside (as balls of fire tend to do).

One with the flames: The general, his army, and their possessions cannot be burnt or set or blaze by fire and can see through fire.

>Other/Fluff:
He has a deep care for his soldiers.
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>>4415531
>>4413646
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>>4415452
>white scars
If you want to base your dudes off of space mongols be more subtle about it, maybe name them after something a little less... blunt like the “windspeakers” (the name of the white scars 10th company)
On being the evenki culture i will think on that, however the evenki are closely related to manchurians so you can count them as manchurian. Also the northernmost culture group present in the mongol empire at that time was the buryats who are mongolic and the yakut turks who are in the same group as the uyghurs
Also be sure to join the discord for communication purposes https://sys.4channel.org/derefer?url=https%3A%2F%2Fdiscord.gg%2FTz3GA4s
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>>4415531
Please refer to the discord link for communication purposes >>4415585
Your force itself is very good. However your last spell, an enchantment i presume is to powerful as is and thus i shall restrict it to a degree. Here is the rework
One with the flames: An enchantment preformed on clothes and horses which creates an aura around said objects that deflects fire and intense heat meaning that they cannot be burnt or set or blaze by fire, however if the fire is hot enough or enough fire damage is sustained without recharging the enchantment through a single action cast damage could be sustained. Though fire casted using this domain of magic can be calibrated to not deplete this magical shielding if the caster desires. At a basic level without upgrading this enchantment can deflect about 2 small non-general level fireballs before being depleted, non-magical fire has little of any chance to deplete this enchantment.
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MAX PLAYERS HAS BEEN REACHED FOR THE MOMMENT
I shall preform everything required for the next update and if said actions are not to time consuming more players may be let in do stand by
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>>4415585
Oh, I just put White Scars as a small nod (obviously not trying to make Spess Mehreens with a Mongol warband, nothing else fits). Windspeakers would work well though, since there's the spell that uses wind to send messages. Also, the Evenki was a way of representing a culture more like the Siberian northern types to set things apart and fit for expanding into the unknown regions of the map.
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>>4415640
Thats fine, so im guessing you want to take the name “windwhisperers” right? Also there is still the choice to be made if you want you dudes to be in the mongol group (consisting of just mongolia at gamestart), karluk (eastern turks including the uyghurs and significant portions of the steppe) or manchurian (comprising just manchuria and a bit of siberia)?
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>>4415395
>>4415413
make sure that you also do your research action, which in this case will need to either be a new independent spell or something building off of an already established spell
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>>4415368

"How bothersome..." was the first thing Dzam Harguy thought once the news from the Khan had come in. While she had no plans invading china in any meaningful capacity, there was a bit of land she originally planed on utilizing to actually get to where she desired to go. No matter then, there are greener pastures, quite literally...The place was useless and honestly, even if she had to take the region all by herself to get across, she'd not keep it as her own lands. So, she would look elsewhere, a bit further to the west. So, she'd prepare her army, and in her preparation, would find that Babur was planning on taking the region...While she didn't necessarily like him due to what she had heard, he still worked for her father, and he trusted him enough to give him an army. So, she'd call for a messenger, and after a hour, she'd hand the letter and send the messenger off...She had a decent amount of kindling now, at least.

After preparing her forces, she would experiment with her magic a bit more, specifically, trying to improve it. Of course, all of her spells were useful, however, she knew that unlike most, her magic was more utility and indirect in its effect on the enemy. As while she certainly could outmaneuver them, she didn't have too much in the way of direct hindrance of an enemy other than Agnah, and even then, it merely slowed them down or at best trapped them...Perhaps that could be experimented with and improved in time... She'd have to figure it out in time.


>Movement Action. Attack the uighur province above tibet along with Babur, aiming to try and out do him in terms of conquest and glorious victories, if at all possible...

>Research Action. Attempt to improve the spell Agnah, specifically in trying to make it more dangerous for an enemy, specifically the more lightly armored. Doing so with thorn and bramble.

>>4415413
To General Babur of the Golden Horde,

Seeing as we both plan on going on a similar path of conquest with certain avenues cut off from us, I propose that we aid each other in the conquest of the region. I do not have any intention of keeping the lands and instead simply wish to pass. As such, I am content to let you keep them. I seek to take the mountainous lands of Tibet, and everything directly south of them. More specifically, I am willing to aid you in the conquest of Taklamakan and Kara-Khitai, and allow you to keep the lands. The single area I believe you might desire, Ghor, I would say goes to whoever gets it first, and am content to have the south eastern portion taken by me, and the north western by you should you invade there. However, I am open to alternative idea's and thoughts, if that is among the lands you seek to take for yourself.

Dzam Harguy of the Southern Bound Travelers.
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>>4415395
Research Action: Develop N’Shuurga further, to allow it to cause storms for miles around.
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>>4415368
>>Tsasjin Borjigin and The Northern Winds

>Military Action: Invade Tannu Uriankhai (Hilly NW province)
With plans to continue west, eventually invading Kazakh.
>Research Action: Hearts of Ice (lvl 2): Enchantment. Cold, snow, and ice have even further reduced penalties, or even grant a bonus, for own army's morale and effectiveness.

With the conquest begun, Tsasjin rallies her troops and heads north to take care of things that are not worthy of the Khan's attention. Being part of the Tengri faith, and with her blizzards, Tannu Uriankhai should be a simple matter to take. With not just a show of force, but the offer of her magical enchantments for those who bend the knee.
As her troops continue farther into harsh terrain, she begins to empower a spell with her shamans and cavalry leaders. Her troops must be hardy and tough, able to withstand the harshest of winters and strongest of gales. Thus, as they march upward into chilly mountains throughout both warm months and cold, they become accustomed to such climates as the norm.
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>Movement: Conquer the nearby southern province

His first conquest of many, will show the world the power of his burning demons. He marches towards the southern province ready to burn anything that stands in his way.

>Research Mass Fireball: Groups of units can cast fireball
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>>4415824
Research Action: Research Gate (Lv1). The generals create a medium sized portal allowing a group of people to pass through walls, locked gate or a natural obstacle

>>4415838
To Khagan Harguy of the Southern Bound Travelers.

Do whatever you want with your arrangement in Tibet and Hindustan.

However the land of Ghor is my prize,and this is non-negotiable.
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>>4415937
Galyn is informed that china has been decreed as off limits due to a magical defence (>>4415245) and that even with the fire resistance the assault will fail. The advisors of Galyn recommend at least building up strength by conquering other provinces before taking on such a beast, perhaps with better magic and greater numbers this threat could be destroyed but otherwise this would be a bad idea, not only so but if it were to succeed it may make Galyn fall out of the khan’s favor as success may hurt his pride as he failed to enter into the middle kingdom himself.
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>>4416028
Changing the movement action

>Movement: Conquer Taklamakan

Hearing of the dragon Galyn chooses to instead invade Taklamakan.
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>>4415720
Sure, Wind Whisperers work. Also, I guess that'll mean the army's culture is Manchurian, which is probably better from a mechanical standpoint (since East Siberia + Manchuria are decently good places to expand early)
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>>4415368
Uzpatr Khan wishes to March straight north into the Tundra
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Well, yet another annoying block in her plans...Luckily for Babur, she was willing to give up that land. Really, she just wanted it since it was a good base to set up to invade the lands she planned on taking...Annoying he seemed unwilling to compromise on control in the slightest...She'd need to prepare another letter regardless, one that hopefully would be agreeable.

>>4415976
To General Babur of the Golden Horde,

As you have made quite clear your intent, I would like to be ensured that my armies will be able to at least pass through the area without interference so that my preferred lands of conquest may be taken without any issues on the way there through conquered land. Nothing more and nothing less. I'm sure this alone is agreeable.

Dzam Harguy of the Southern Bound Travelers.
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>>4416380
To General Harguy of the Southern Bound Travelers.

if your intent is to settle down in India, this general will allow you to stay in Ghor and set up a temporary base for you rest and recruit troops, provided that we cooperate in the conquest of ghor and that you will hand it back to our tribe when youre're ready to move into india.

Let us work together for the glory of the great khans.
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>>4416424
To General Babur of the Golden Horde,

You would be correct in your presumption of the lands I seek to take, and your proposition is agreeable. Merely give me the time to take Tibet, and I will assist you in your conquest of Ghor as soon as I possibly can after Tibet falls under Mongol hands. Once Hindustan's conquest is complete, I will gladly return the surviving troops to Ghor, where you may integrate them into your own army. I wish you luck and glory in your future battles in Ghor and beyond.

Dzam Harguy of the Southern Bound Travelers.
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>>4415864
In the process of making N'Shuurga more powerful a more concrete "fat ring" type formation is required with an eye at its center
N’Shuurga II (weather agitation II) (Agitates the nearby weather in a large (full battlefield+ miles around) area, however an "eye of the storm" occurs around the general caster and his entorage in which the weather is calm, this area cannot be covered by another weather caster however, it is also safe from other weather magic as well as long as the spell is active) Cast and maintained by a group of lesser shamans to leave the general free to direct other matters.
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>>4415198
>>4416323
> Turn correction.

> Movement Action: Move straight North into the Uneven Tundra Province. The land seems scarcely populated, thus it is easy to conquer, but hard to hold. Trough illusions we are to instill a sense of always being watched in the locals, to keep them in line.

> Research Action
New Spell: Dkuika
An illusion which affects a whole province. People within said province will randomly see Monghol warriors in the corner of their eye or at the horizon from time to time instilling a sense of being observed at all times.
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>>4415368
>Research Whispering Winds (level 2)
Make the spell easier to cast by performing an animal sacrifice to "store" uses of the spell and allow for a single short reply back. The idea is to make it more battle practical.

>Movement: Conquer the Northern Manchuria area
One by one defeat the local divided powers. They may be stronger on paper (13 vs 10 power) but their division and lack of magical adeptness will surely be their downfall. In battle, Bürged will split his forces in two and using wind magic will issue detailed orders such that the two fight fluidly as one. Before any engagement, a horse shall be sacrificed in the name of the Great Sky God.
As Bürged's army is of similar culture and faith, integration of the divided provinces should be easier. Perhaps with some choosing to join the Great Khaganate without battle to defeat longstanding foes or avoid unneeded bloodshed.
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*RULE AMENDMENT*
If you end up in a province with nothing to conquer around it you may use your movement action to join in somebody else's conquest
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The Great Devastation of The Taklamankan Desert
At the threat of such a massive invasion many tribes fight the invaders to the death, increasing the toll on the invaders by a sizable margin.
6 casualties
18 gains in power
8 in wealth
province looted, devastation increased to 2 due to overwhelming looting
province under golden horde influence
Golden Horde loses 1 troop, gains 7 afterwards and 3 wealth
Southern Travelers loses 2 troop, gains 6 afterwards and 3 wealth
Fire Demons loses 2 power due to not being involved in the invasion plans, but gains 5 during the conquest and gains 2 wealth

The Absorption of the Kara-Khanids
Fearing devastation similar to that of Taklamankan and the magical wrath of a zealot of tengri the Khara-Khanids graciously accept the peaceful integration of their nation by the most kind general.
6 gains in power
1 in wealth
province under Shapes in the Rain influence

The Conquest of the Tannu
Though stubborn and resistant the tannu are conquered by Tsasjin with no true troubles.
1 gain in power
1 in wealth
province under Northern Winds influence

The Intimidation of the Yakut
The tundra of the Yakut had long been an expansive waste under no particular leadership, but with the coming of the illusionist the region was brought under a treaty of confederation under mongol rule by the hand of Uzurpator, however the lack of supplies and the harsh climate of this region makes the conquest incredibly taxing for the illusionists forces with many either leaving for warmer weather or dying from local tribal conflicts or the cold.
6 casualties
4 gains in power
tribes are now under the influence of the Riders of the 1000 Mists

The Costly Invasion of Northern Manchuria
Though outnumbered and in a biome they were ill suited for the forces of Burged manage to carve out a hard won victory despite numerous failures by minor leaders in the forces of the Whisperingwinds.
Near collapse of the Whispering winds - 10 casualties
6.5 power gained
1.5 wealth gained
Northern Manchuria Put under Whisperingwinds influence

The Raising of Jin held Southern Manchuria
The Jin Dynasty, forgetting the many stories told of the campaigns of the magic wielding mongols sent their full force into the unprotected province of Southern Manchuria, unfortunately for them the mighty Khan and his ally Khan Indis had force of magic on their side. Despite this power team the mongolic forces were still outnumbered and faced with the many chinese weapons developed during the khan's initial conquest of mongolia they won a hard fought victory, with a major push by skill jurchen well equipped mass calvary nearly destroying the Great Powder, yet still they won in the end proving the might of the Mongol Empire in full.
(khan's numbers not stated)
Near collapse of the Great Powder - 10 casualties
26 power gained
8 wealth gained
Southern Manchuria Put under Great Powder Control
Southern Manchuria gains 1 devastation
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Golden Horde
Power: 10--> 16
Wealth: 13--> 21
Gained a province for future income

Southern Travelers
Power: 10 --> 16
Wealth: 13--> 21

Fire Demons
Power: 10--> 13
Wealth: 13--> 15

Shapes in the Rain
Power: 10--> 16
Wealth: 13--> 14
Gained a province for future income
Warning: Unbalanced Income to troops, recommended to either borrow from another player, raise troops in a nomadic province or invade a wealthy province

Northern Winds
Power: 10--> 11
Wealth: 13--> 14
Gained a province for future income

1000 Mists
Power: 10--> 8
Wealth: 13
Gained a province for future income

Whisperingwinds
Power: 10--> 6.5
Wealth: 13--> 14.5
Gained a province for future income
Through talks with the khan through windwhispering he is recomended to stay for a bit longer in northern manchuria so he can use some of that wealth he has acquired to raise more troops for his army. After that it is recommended he head west unless something comes up with the china situation.

The Great Powder
Power: 10--> 26
Wealth: 13--> 21
Gained a province for future income
Warning: Unbalanced Income to troops, recommended to either borrow from another player, raise troops in a nomadic province or invade a wealthy province
There is a one time option to adopt a gunpowder tech from the chinese as their armies lay in ruin at the moment in the province. Although there is a better selection of tech available in Korea
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>>4416987
>Movement: Conquer Tibet

The land is wealthy and unguarded it's time for Galyn to gain a province under his control.

>Research Mass Large Fireball: The Fireballs that Galyn and his units can cast are larger and more destructive.
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>>4416987
>Movement: Move towards the Karakhitai provinces

Babur and his men marches west towards the kara khitai tribes.Looting and destroying anything in his path with Babur using liberal application of his Thief's eyes to locate precious loot hidden by the tribesmen.
>Research : Continue researching the spell Gate (lvl1)
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>>4417047
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>>4416987
The shaman general moves swiftly onto Khara Khitai next with his hordes, communicating with the other generals of the great khan to arrange some basic logistics and divvy up who takes what land.

He intends to rampage through Khara Khitai and cull the aristocracy, for his armies thirst for blood and for wealth.

Once that is taken, he shall likely rest for a short while in khara khitai before going on to attempt to crack transcapia

Research: Enhance Q’Ayanga.
Remaining one single lightning discharge, Q’Ayanga increases even further in it’s force and explosive power, becoming a furious single lightning bolt of immense strength.
(Castable by the general at will, requires a storm overhead)
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>>4417047
Replace the research with this I stead now that gate is finished

>Research : Research to combine the spell Thief's eye and return to create Dimensional arrow (lvl 1): the general creates a portal in the air and order his men to shoot projectile weapon through it and then using Thief's eye to locate the target. Making arrow volley suddenly appears from thin air and hitting the target from unexpected direction.
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>>4416987
Reading her reports, things went fairly well for her and her warband, though could have gone better. However, as she prepared her troops for tibet, she'd hear news that the rouge general who seemingly didn't care to communicate with her or the Golden Horde had set off. How incredibly annoying...She'd be forced to prepare quickly before marching her forces in, planning on utilizing Dzörög to better her traversal of the mountains, for even up those cliff faces lay forests, and she'd use them for a simple reason. To get ahead. She wouldn't aid the General of Fire in the slightest, rather try and take more land than he did. In fact if at all possible she would try and take the southern most portions as swiftly as possible in the hopes he'd focus on the north. And, naturally, given how she tried to be more quick and out maneuver him in the rough terrain, she'd focus on bettering Dzörög, and figure how to make paths upward to go up mountains with many tree's that didn't have any natural path, or had one that would be much slower than what her magic could provide. After all, she knew most focused purely on the destructive and direct ways magic could aid one, but very rarely focused on how it could aid in more subtle ways. A utility can be better than a weapon at times...Still, she didn't know his future plans, but hopefully he'd head for China and not bother her in the future...By the end of this however, she would have to go to the lands that her ally, Babur, conquered. From there, she could aid him in taking Ghor.

>Invade Tibet, aim for taking the southern portions

>Research and work on improving Dzörög specifically its ability to create paths through rough terrain.
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>>4416987
>>Tsasjin Borjigin and The Northern Winds

>Military Action: Sibir (NW Steppes province)
With plans to continue west, eventually invading Kazakh of Cumania.
>Research Action: Avalanche Stampede (Avalanche Steed - lvl 2): Quick Cast, Group Cast. Generates a larger wave of snow and ice in front of the caster, which is able to merge with other riders in formation. Creating a true avalanche falling down on our foes.

Tsasjin crumples the notice of the Great Powder's triumphs in Southern Manchuria, annoyed the such a simpleminded man would be supported by her father and allowed such vast gains from the narrow victory. And the tales of those to the south gaining far more than her in their own conquests. True, she had not lost any troops, and her gains were steady, but they felt pitiful in comparison. Sibir must be taken, she decided, so that she may continue on and prove her worth by invading the Cumanian Empire.
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>>4417324
Going for another peaceful-ish take over, again. They are of Tengri faith, and neighbors to the northern wastes, likely to desire the same boon the Tannu Unankhai received. Though they have more weight to throw around than their southern neighbors, it should be clear to them that attempts at resistance will be quickly snuffed out by our mighty forces.
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>>4413646
General Name: The Speaker/Head of Death (english) Ükhliin Darga (Mongolian)
Tribe/Warband Name: Foul Riders, Muu Novshnuud
Religion: Erlik/ Tengri
Magic Domain: Death/ Necromancy
3 Basic Starting spells:

Mökhökh (Perish) - A simple but powerful spell, a force of entropy upon a single target for a crippling necrotizing ray, or dispersed across a battlefield making wounds fester, limbs grow sluggish, and heads cloudy.

Bosokh (Rise) - A portion of the dead rise mindless under Darga's will. The shambling dead are simple and weak, but are brutal and unrelenting.

Garaa Bai (Stay the Hand)- Darga may take the loss of life to heal others in about a 1/8 loss at moment. Basically using the death's of his enemies heal his allies.

Ambition: Seek the ancient knowledge of the world. Raise his army to higher power protect the Khan from death, and raise him from it should he pass
Other/Fluff:

Born from a raped mother on one of the Khan's first conquests, the bastard son of the Khan's generals; Ükhliin Darga's mother was cast out from the ruined village, to follow the horselords on their conquests. Ükhliin killed his mother upon birth, the loss of blood from his clawing taking the woman's life. Raised on the road by the soldiers and within battlefields and razed villages much like the one his mother was banished from, he found himself enjoying the slaughter that followed in the Khan's wake. The weak fall to the strong like wheat to the scythe, it is merely the way of the world and always will be. Soon proving himself in the art of death dealing with saber and bow, the young Darga discovered foul scrolls in a razed temple of ascetics, who laid upon their blades as his warband approached. Within the text were words of death and power, that Darga intends to seize completely.

>sorry about the late post, if it's too late it's okay.
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>>4417031
Changing research action

>Research Mass Column of Fire: Instead of fireballs Galyn and his units now cast directional blasts of exploding flames.
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>>4417031
>>4417287
Scouts into the Tibetan regions report the land weak yet filled with wealth. Assuming they can get their steppe horses and fighters properly up the immense mountains and thin air of the region. Though raiding into the lowlands alone would surely bring great levels of wealth by itself.
However a few scouts come back with something far more interesting... a proposal of meeting by the leader of Tibet, a spiritual man respected above all monks and exalted by many to be a reincarnation of the Buddha himself.
This monk has proposed the meeting so that Tibet may not be ruined by war but instead fall into the clutches of the mongol empire with grace, for Tibet is the spiritual home of Vajrayana Buddhism and even in Tibet it is known that the great khan has fruitful sympathies with this branch of Buddhism, thus such pointless violence can only lead to bad things.

So the two generals who came to invade Tibet - Dzam Harguy and Galyn Daichin go to the appointed place, by a quiet waterfall which falls into a quaint little pond. From the mountain mists, without even a single guard to be heard around him comes the prophetic monk.
He speaks of how this day has been foretold since the fall of the great Tibetan empire in 842, the day when conquerors from an obscure people would rise up wielding powers beyond the known world and thus pulled from the mythical.
It is said that one would come to Tibet, searching gold but finding much more. A change of heart, a retraining under the greatest monk of that era so that this foretold one would feel nought of the flaws which once had the potential to ruin them.
No only so would they find the path to enlightenment but so would their army, transforming from a disciplined yet divided force to one united in humility and with wills beyond that of average soldiers.

(cont).
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>>4417754
Seeing that neither seemed particularly interested the great monk tells of what else one of them might gain from this arrangement, in return for 4 short years of training of both regiments and general the Tibetans would also provide them with ancient manuscripts which according to tradition hide mythical secrets to powerful spells which can only be unlocked by those who understand how to wield the mythical.
It is said that in 4 years 3 spells of sizable power will be unlocked and made available to the enlightened one and their forces, giving them both a portion of Tibets wealth, the loyalty of Tibet in providing men and arms and a new core of extremely disciplined and magically adept riders which would far outclass those of potential rivals. There are 2 of you, surely even 1 desires to receive enlightenment? The only other possible tax is that this elite core will fall away to establish monastic communities in conquered provinces, solidifying the province's loyalty to the convert and providing more wealth and manpower form such provinces as well.

To the one who declines they shall be given safe passage into the mythical land of india, along with a sending off gift of great wealth to aid them in their travels.

>tl;dr
>by accepting one would stay 2 turns in tibet, gain it as an area of influence, be converted in both general and army to vajrayana buddhism, gain 3 predetermined yet powerful spells and much more as well
>the one who does not peacefully receives a good deal of wealth and safe passage to a nearby indian or western border province of their choice
>>
Announcement from the QM:
Important IRL stuff came up, and he will be completely offline and away from computer for the next 2-5 days. He apologizes for the interruption, and hopes to see us in a few days.
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>>4417759
>I accept his agreement

>Research action: Fire Spouting Back Pack: Columns of fire spout from the pack of metal cylinders to create a lift affect and let someone fly.
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>>4416987
Bürged follows the advice of the Khan, raising troops, integrating the tribes, and promoting competent minor leaders to replace the ones who failed.

>Research Action: Combine Wind Wall and Gale Speed, allowing for a mounted group to carry the wind wall with them. This not only protects them from attacks in situations such as a retreat, but also increases the power of a charge by adding force to it.
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>>4418017
Can one still join when you return QM?
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>>4422823
join the discord ( >>4413648 ) and i could put you in a que if any of my players die/quitfags. I already have one other person i would really like to join if somebody leaves
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>>4417759

While the offer to learn knowledge and a number of major spells, Dzam Harguy had concern that she would be forced to abandon Tengri completely in the process, something she would rather not do. Despite this, she'd be thankful for the safe passage to Hindustan and the wealth and aid granted in their travels there. It was nice when she didn't need to use force to get people to do things she wanted, or get aid from other people. She would make a note to not bother the people of this place too much in the future, if at all possible. After all, even from a practical perspective it'd not be good for her image or help people to willingly cooperate with her if she was seen as harsh to those who actually worked with her.
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WORLD EVENT
The rejection of tributary by Cumania
The great tribal confederation of Cumania has rejected the tributary status generously offered by the Great Khan, thus he has called an invasion to be launched upon it - that nation is large in strength thus many armies must invade it. He himself shall be joining via his fast as the wind troops and once he joins shall be commanding the armies via windspeaking which he has picked up from those under Burged.
The invasion of cumania has taken precedent over that of Kwarezmia due to the threat Cumania poses however any who decide to instead invade Kwarezmia will be allowed to do so due to how confident the Khan is in his skill.
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>>4420049
Galyn Daichin
Before Dzam can give an answer it is Galyn who volunteers, thus he and his army stay in Tibet for 4 years and Galyn always one to be stubborn works hard for somebody who before desired only personal gratification. Dzam, naturally ends up embodying his hunger for glory and strength of will in his studies, becoming seen by many as the perfection of the manipuran chakra in his use of fire, strength and determination to become a true adherent to buddhism, thus his force sheds its fiery name - the burning demons - for a new one.
Once they were the scourge of the Uyghurs, one almost comparable to the forces Babur the Bloody yet now they were known by a different name. They are now known as the Burning Suns, a becon of Tantric Buddhism, barbarians in warfare and saints outside of it and to their subjects. Galyn Daichin himself is also gains the title of Lama Galyn
The spells learned in his spiritual journey shall be revealed (next turn) when his army leaves to conquer in the name of the Khan and Tibet.
...
(tibetan culture is now accepted, a secondary culture may still be gained)
(army and general converted to Vajrayana Buddhism)
(custom emblem gained, it shall be showcased next update)
...
News from the Invasion of the Delhi Sultinate from Dzan Harguy - the campaign is being incredibly rough on the forces of the Southern Travellers, they are taking high losses due to the coming of monsoon season which has destroyed the bows and decimated many other important things among their army. This has forced them to radically shift their tactics towards a less direct style utilizing melee heavily but to the detriment of their campaign. Thus they need reinforcements from the Burning Suns so that they are not crushed, which would humiliate the Mongol Empire and could hurt future campaigns due to the broken sense of mongol military invincibility. The Great Monk will allow half of the army to leave to aid them however Galyn will need to stay and finish his journey.
From this position Galyn may be able to have defacto ownership of the Hindustan Region alongside spoils of war, if he uses his position well while negotiating with Dzan of course. Which if she is not foolish should not be to difficult.
New/Reviewed Spells:
Mass Fireball (fireball II): Groups of units can cast a larger more powerful fireball
Mass Column of Fire (mass fireball II, fireball III): Instead of fireballs Galyn and his units now cast directional blasts of exploding flames.
(your jetpack spell will not be gained until you leave tibet next turn)
Income: 3 power from mongolia (low on power) (no influence in provinces, first income from tibet comes next turn)
Army: 13p/15w --> 16p / 15w
After Looting (gift): 24p/26w
>>
>>4415278
Khan Indis
Khan Indis, ever filled with lust for women finds this in common with the Great Khan, partaking in the same pagents which Genghis hosts for himself usually, splitting the beautiful women with bets and gambling with plenty of fine drinks and food to go around. While in the former Jin territory in Manchuria word comes of Korea, a land said to be filled with women far more beautiful than the more roughly built women of the Jurchen. Thus in a bid to become closer to the Great Khan in favour Indis joins him in conquering the hermit kingdom, overwhelming the region with their numbers and strategic skill, and while lacking when compared to the Great Khan the blunt yet confident war style of Indis impresses the Khan, serving well in sieges which might otherwise have been far more difficult through Indis' patented technique of burning everything to the ground with his skypowder and combustion spells, something which is very effective against the partially wooden structures of the koreans.
After the Invasion Indis is left with 2 options, either go west and join the invasion of Cumania (although a bit late) or build up a navy and try for Japan - a nation with just as many beauties as Korea but will require building a navy beforehand and Japan would be a hard fought region as it is mountainous and an island with a large and skilled population of warriors within it. A daunting endeavor while resources from these newly conquered and devastated provinces are limited.
Income 3.375p/1.4w + 3w from mongolia (low wealth)
Army 26p/21w
The Devastation of Korea
8 casualties taken (half absorbed by the Great Khan's army)
Army 26p --> 22p
9 loot taken (5 taken by the Great Khan)
Wealth 21w --> 25w
Korea Devastated
Korea under Great Powder Influence

Army after looting and income: 25.375p/29.4
>>4416323
Uzrpatr
Dkuika - An illusion which affects a whole province. People within said province will randomly see Monghol warriors in the corner of their eye or at the horizon from time to time instilling a sense of being observed at all times. However this can only be maintained if an illusion army is in the province, a small force will need to be left behind to maintain the illusion to some degree with mostly physical warriors acting as enforcers of the authority of the Khan and his Illusionist.

Hungering for revenge against the cumanians for their raids and with an offer from a force of almost divine magicians the people of Sibir join the armies of the Illusionist and the Sorceress of Snow, giving up what little wealth they have alongside a great (as far as they can provide) level of manpower in order to bring the fight to their tormentors. Thus they shall fight proudly alongside the noble armies of the north.
Income 2.4/0
Army: 7p/13w (-1 from spell last turn) (no loss from sibir due to the population's ferver to join) (3 wealth from mongolia)
After Income: 9.4/16
After Province Looting: 12.4/16.5
>>
>>4423103
Dzam Harguy
Dzörög II - Enchantment to horses so that tree's and their roots move to aid travel and form paths through even the thickest forests, aiding the movement of the caster and their allies. After a rider goes through an area of greenery the plants move back to where they once were. Cannot affect hardwood
(dzurog I(1) also cannot affect hardwood)
After receiving a portion of wealth from Tibet and safe passage Dzam invades the Sultinate of Delhi, a powerful Indian state which is allied to the nation of Kwarezmia which is a nation which controls northern persia and borders Khara Khitai. After refusing to pay tribute to the mongol empire and killing the envoys Delhi enters into war with the Mongol empire, however during the campaign monsoon season rolls around, making the air wet and hot. This destroys the bows of the troops, causing a radical shift in tactics.
In order to cope with the changes the army uses their wealth and power to loot and purchase enough swords to equip themselves, fighting almost exclusively in areas of dense foliage, fighting an unconventional campaign on the plains. However forested and dense areas are rare in Hindustan thus the loss of their bows hits hard. This extends the campaign in Hindustan past the usual 2 year mark as loses are sustained on both sides and casualties for the Southern Travelers are especially high. Sadly reinforcements can only come from one place: The newly crisoned "Burning Suns" under the leadership of Lama Galyn also known as Galyn Daichin whose fire magic, even if they are unable to retain their bows allows them to fight well on the grasslands of hindustan.
And another hazard on top of that, by that time sizable reinforcements from their ally of Kwarezmia will come especially if a proper invasion of that nation by other generals does not occur.
The Dangerous Invasion of Delhi
Prolonged Invasion (devastated army)
12 casualties
16p --> 4p
(wealth may be lost if the army is forced to retreat)
Allied army from Kwarezmia will arrive if no invasion of that region is launched and if no reinforcements from tibet arive the invasion will be doomed.
Reinforcements from Mongolia: 4p-->7p/21w
Without tibetan support AND kwarzezmian forces it may be possible to win - emphasis on the
may
>>
>>4417140
Babur
Income: 0.9/0.45
Dimensional arrow (lvl 1) (steal + thief's eye): the general creates a portal in the air and order his men to shoot projectile weapon through it and then using Thief's eye to locate the target. Making arrow volley suddenly appears from thin air and hitting the target from unexpected direction.

After the Devastation of the Taklamankan Babur gains a terrifying title - that of Babur the Bloody. Through his intimidation and warmongering he scares the state of Kara-Khitai into surrendering to the far less bloody Khar Salkhi, though Babur gets plenty of loot from the south he is only able to get a limited amount of loot compared to if Khar Salkhi had not invaded and Babur had been allowed to burn the Kara-Khitais to the ground. Yet the legend of Babur the Bloody reaches into the now hostile nation of Kwarezmia (a nation which owns northern persia) (which has gone to war with the Mongol Empire after the invasion of Delhi by Dzam, Delhi being allied to Kwarezmia) and as it has spit as much in the face of the empire as Delhi has Genghis has authorized Babur to burn into it as he pleases.
Loot: 16p/21w --> 17p/25w
>>4422737
Burged
Whispering Winds II: Can store uses through animal sacrafice. It manifests as a wind that carries his words to a designated recipient nearby.
Wind Shield (wind wall + gale speed) Enchantment to shields which creates a wind wall shield in a direction of the users choosing, however the rider cannot fire a bow while using this shield except against front facing attacks.
The multitudes of Northern Manchuria flock to the banner of Burged - allured by his abilities and promise of glory and wealth.
From here there seem to be two options, either use their powers of wind to get as fast as possible to the battlefields of the soon to be invasion of Kwarezmia or fly into the soon to be invasion of Cumania - Cumania being the front which the Great Khan desires Burged enter the most.
income 3.9/1.2 (+3 wealth from mongolia)
Army: 6.5/14.5
Army After Income: 10.4/18.7
Army after raising: 18.7/18.7
>>4417324
Tsasjin
Avalanche Stampede (Avalanche Steed derived): Quick Cast, Group Cast. Generates a larger wave of snow and ice in front of the caster, which is able to merge with other riders in formation. Creating a true avalanche falling down on our foes.
(see Uzrpatr)
Income 0.3/0.8 (+3 wealth from mongolia)
Army: 11/14
After Income: 11.3/14.8
After Looting: 14.3/18.3
>>
>>4417125
Khar Salkhi
Q’Ayanga II (lightning strike II) (causes an immense lightning strike from the clouds, requires stormy weather but is very powerful) Cast by general at will
News of the coming of Babur the Bloody to the holdings of the Khara-Khitai puts that administration into a great panic, thus the more rapid invasion of Khar Salkhi's Shapes in the Rain provides an easy outage for the aristocracy to escape from total anihilation or at best intense looting.
Thus the province relatively peacefully joins the empire, with a mass conversion taking place among the aristocracy towards tengrism and loyalty to Khar, adding yet another region under his influence.
Income 2.75/1.05 (+3w from mongolia)
Army 16/14
After Income 18.75/18.05
(province not looted)
>>
>>4424208
>>Tsasjin Borjigin and The Northern Winds

>Military Action: Kazakh (W Steppes)
With plans to continue on with the invasion of Cumania with Genghis
>Research Action: New Spell: Tsasjin's Embrace (Embrace - lvl 1): Quick Cast. Misty air envelops a target, chilling them to the bone and reducing their movement to almost nothing. Great for locking down an individual.

Upon hearing the call to arms, Tsasjin immediately sends for a courier to send her missive to the Khan. She will join in the battle by her father's side. She also asks Genghis if he will permit her to lead some of his wind-enchanting heavy cavalry as the vanguard for the Mongolian forces. With her vanguard enchanted to move with the speed of wind, combined with the Avalanche Stampede spell she had been preparing over the last two years, she plans to slam into the initial defensive line with such overwhelming force as to completely shatter it. Opening up a breach for the rest of the army to pour through, if not outright routing the Cumanians. Even if he refuses her request, she will still gladly lead her forces in the vanguard or provide support during the harsher seasons.
>>
>>4424208
Reading the letters from Khar salkhi, Babur cursed the general as a stubborn fool with no mind for strategy and no tact for the overall situation, -this is the reason why he hated mongols. a joint invasion of khwarezmia is crucial to ensure to that they will not send reinforcement towards their allies in the delhi sultanate and hopefully gives the southern bound traveler enough time to recover.

oh well, Babur just has to do things on his own way. he ordered a small contingent of raiders (2p) to head towards the persian border in transcaspia to loot the countryside and spread destruction whethever they go, but with a strict order to avoid any engagement with the persian armies. these will hopefully makes the persian think that a massive invasion by the infamous Babur the bloody is on the way and makes them focus on the defensive.

Meanwhile, Babur and his main army will head towards Ghor and subjugate various divided tribes in the region, his approach is simple. pitting the afghan tribes against each other. by spreading the message that those who surrender will be spared from looting and destruction and even will receive part of Babur's loot if they join him in his campaign, meanwhile those who refuses will simply cease to exist. Babur used his thiefs eye to effectively cordinate two armies at two different location while using his gate spell to bypass the natural terrain and fortification in afghanistan.

he has two main objectives with the first one to secure enough power and wealth to challenge persia head on and the second, to secure ghor from persian incursion and create a safe passage for the Southern bound travellers to safely retreat from India.

>movement : fake an invasion towards persia while the real invasion is heading towards ghor.
>Research : swallowing gate (gate+thiefs eye) :from a distance the general creates a portal in the ground that swallows a group of enemy armies or sink a fortified structure and then sends it towards the target of his choosing.
>>
Khar Uzrpator being a loyal servant of the Khan will drop everything he did to help quell the uprising in Cumania.
>>
>>4425743
Khan Uzrpator will also research a spell which can make bigger portions of his army invisible.
>>
>>4424217

With the current, fairly bad situation, Dzam would need to change her tactics up a fair bit. She'd be a bit desperate to get her hands on any bows the enemy had so that she could be brought back into her comfort zone of tactics, but for now, she was forced to experiment. And with it, she'd come up with a plan of not fighting the enemy directly. Instead, weakening them through disrupting their supply lines, ambushing them and swiftly falling back, and so on. However, with the loss of manpower, she knew she would need something to replace that, and her time in the region gave her just that. The people were ruled by those of a foreign faith, a weakness she could exploit...So, she would try and turn the people of the province against their rulers, and would even look into their faith, as knowing the local gods and spirits and paying proper respect might aid her, both in combat, and in getting the aid of the people... Hopefully, her forces did enough damage to the enemies armies that her actions would prevent them from recovering before she did...

>Continue the invasion.
>Research the local bows, and by research, I mean take them and learn how to make them.
>>
>>4424208
Join the Khan in the conquest of Cumania, brook no insult to the name of the Universal Ruler.

Research action: Q’Ayanga III. A singular devastating lightning strike designed to annihilate anything it hits with unprecedented force

Requires a thunderstorm overhead, cast at will.
>>
>>4424221
Seeing as how the invasion of Kwarezmia has been postponed, the Whispering Winds will aid in the invasion of Cumania. With the bulk of the Khan's generals present, victory is all but guaranteed.

>Research Action: Gale Speed (level 2)
Increase the maximum velocity possible using the Gale Speed spell, allowing for either better prepared charges, or for more distance to be covered during troop movements.
>>
>>4425576
>>4425743
>>4426189
>>4430412
Invasion of Cumanian Kazakh
Cumania, recognizing the strength of the mongol hordes calls upon her ally Volga-Bulgaria during the invasion. With her vassals among the russians providing little due to disbelief at the idea of a sorcerous invasion from the east, consolidating a force which could threaten the magic mongols was far more pressing thus these vassals were left to their devices.
The great campaign into Kazakh was to sided, firstly there was the far more successful main assault into kazakh territory led by the Great Khan with Khar and Burged by his side, using the power of Windwhispering and the synergy between sky and weather the cumanians were beat back. Driven into retreat back into their pontic and nogay territories. The battles in the north went far worse however as a force equal to that of the one sent at the main invasion was sent up north to take care of the flanking from the frequent raiding grounds of Sibir.
The newly absorbed Sibir troops fought with ferver, however their lacking magical abilities and the fast paced nature of the invasion meant that they ended up cut down by the Cumanian forces, who understood the region far better than the zealous upstarts.
Through his invention and use of Windwhispering Burged - master of the WindWhisperers is put into favor with the khan, as his armies show great potential in his eyes. Thus the Windwhisperers are given majority rights over the region of Kazakh - putting it under their influence.

Uzurpator
>Das II - The general makes troops within a radius invisible
original --> casualties --> loot --> income (finale)
12.4p --> 3.4p --> 8.4p --> 13.8p/17.5

Burged
(spell approved)
original --> casualties --> loot --> income (finale)
18.7 --> 15.2 --> 19.2 --> 23.1/22.9 (mildly unbalanced)

Tsasjin
>Tsasjin's Embrace (Embrace): Quick Cast. Misty air envelops a target, chilling them to the bone and reducing their movement to almost nothing. Great for locking down an individual. The range is limited however.
original --> casualties --> loot --> income (finale)
14.3 --> 5.3 --> 9.3 --> 13.1/14.3

Khar Salkhi
A small problem begins to show itself as Khar is forced to protract engagements due to needing weather which is near enough to stormy to be agitated towards that kind of weather.
original --> casualties --> loot --> income (finale)
18.75--> 15.25 (income + loot shall be calculated tomorrow)
>>
>>4420049
Galyn Daichin
The time of Galyn's training is almost over, though his journey towards enlightenment is not yet complete his determination has brought him plenty far, and in this he learns several arcane spells based upon ancient manuscripts provided by an archival monastery deep in the mountains.
They are as follows:
>Blazing Purpose - A quick cast spell which sheathes a weapon of the user in flames which only harm what the user desires, these flames cause fear to enemies and embolden allies as they emanate an aura of strength and power.
>Ash Hawks - An enchantment to trained eagles or falcons which causes them to emit flames and thus increases their durability. These eagles or falcons must be attached to either Keshig or dedicated magic users in order to be used on the battlefield.
>Path of Coal - A quick cast which turns rocky terrain into dangerous terrain for non-fire magic users (it causes those areas to become as hot as burning coals for the duration of a battle)
>>4425778
Dzam Harguy
Conquest of Hindustan
6 casualties
Hindustan Devastated
Local Aristocracy Instituted
Despite the refusal of aid by Galyn the Southern Travelers manage to etch out a victory, equipping themselves with reliable albeit shoddy bows reinforced with simplistic plant magic and crushing the last of the forces of Delhi. Establishing a steady foothold in the region, although how strong this foothold will end up in the face of the disparity which will exist between the armies of the Southern Travelers and the Burning Sons is yet to be determined.
The advisors, recognizing the ability for Southern Traveler troops to ignore dense foliage recommends invading Gondwana, as that region is weak enough to take on with minimal loses and little risk, unless the green lady has any good tricks up her sleeve that would allow for a swift conquest of Bengal - victory there however is unlikely.
Army after looting and warfare: (shall be calculated tomorrow, around 8 power)
>>
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>>4425604
Babur
>swallowing gate (gate+thiefs eye) :from a distance the general creates a portal in the ground that swallows a group of enemy armies or sink a fortified structure and then sends it towards the target of his choosing. Though difficult to do and requiring the use of the Keshig to do correctly it is nonetheless very reliable.
The Ghurid Dynasty, commonly known as Ghor had been on the decline for a few decades by the time of Babur's Bloody invasion and its principle rivals - The Kwarezmians and the Delhi sultanate had been chipping away at its borders for many years before then. Yet in the face of the devastation wrought by Babur they were forced to enter into a humiliating agreement with Kwarezmia - which had already arranged for access through Ghor in order to aid their ally of Delhi - so that the armies of the Amir would fight alongside the Ghurids in order to repel Babur. Unfortunately for them Babur had a sizable and skilled force of his own, one which though sustaining heavy losses maintained enough troops that they could successfully conquer Ghor, putting the Ghurids to the flame and sacking every city they had.
Though the introduction of the Khwarizmian army into the conflict was disheartening the fact that half of the army had stayed behind due to the wanton raiding by the distraction force means that the victory in Ghor was not as hard fought as it could have been.
>>
>>4423103
>>4420049
>>4417125
>>4417053
galyn
24p/26w --> 31.4p/37w
Income: 4.4/11 (+3 lowest resource from mongolia)

babur
17p/25w --> 5p/25w --> 18p/36w --> 21.9p/36.45w

dzam
8.3/21w
income: 8.625/7.125

khar
20.75/23 army
5.5/1.95 income
>>
>>4431487
>>4432917

With her hard fought victory, she'd be stuck at a crossroads, either rest, or continue forward. Yet, as she solidified her new holdings. With her effort and with her adoption of the culture of these northern most of India, and over time, their faith, she'd come to find that choice a more difficult one. Either push forward now, or rest and go for the greater prize. She would ponder, abet briefly, before making her decision. She and her forces would rest and gather strength. Then, she would move to take Bengal, and from there, go south and unify India. From there, she could do many things, such as head further to the east, and take the lands south of china. But she'd not lose sight of her newest goal...the complete unification of India.

However, with so much time on her hands, mustering more soldiers, she'd find herself with an interesting idea. Their magic which makes the roots of tree's move, and vines of thorn hinder the enemy...Those could be combined with a more direct way, couldn't they? And with it, a number of idea's came to mind. Yet one that most took her focus was one that improved their bows and arrows. A way to mend the tree's and vines to create a bow that could deal with the climate down here, yet still be just as good if not better than the ones she utilized in drier places. She already utilized some magic in keeping their current more shoddy bows in good shape, why not try to improve what she knew?

>Rest, and recover ones forces. The people of India will be unified, and it will be the people of India who will be her forces to unify it.

>Combine the two improved Agnah and Dzörög spells in an attempt to enchant/create bows of better make and maintain them. (Sergeeh...?)
>>
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>>4431476
>13.8p/17.5
Disappointing by his own middling performance in the invasion Khar Uzrpator, would want to do nothing more than to just go back home. So many if his men died for nothing and he still failed. He knew very well, that there is nothing more terrifying than to loose the Khan's favor.

As such Uzrpator took his tired men, north to conquer another chunk of Siberia. Considering the cultural closeness to his previous subjects assimilating these people into his troops should not be a hard task either and at least now he's well acquainted with the tactics of the people of snow.

Work on new spell:
> Deugoro
This spell will make an army's cavalry charge seem much louder and thus make his troops seem way more numerous to break the opponents spirit.
>>
>>4432917
>Movement
Join forces with Burged of the white scars and invade nothern persia, though lootings are allowed, babur ordered his men to keep destruction of local religious building and place of learning to the minimum and that every single art, books and scrolls should be kept intact and sent to him directly. while babur himself is taking frequent detour to visit and appreciate various ruins the ancient persian empire in his campaign to destroy the khwarezmian empire.

>Research to improve swallowing gate (lvl 1) to level 2
Practice how to improve efficiency by reducing preparation time and manpower needed to cast the spells.
>>
>>4431476
To further the expansion into the strange and lands unheard of, Khar Salkhi will need to take Tartar-Khazaria, as well as improve on his own shortcomings, few as they may be.

Invade Tartar-Khazaria, offer peace through subjugation to those loyal to Tengri, and annihilation of all others.

Research: N’Shuurga III.
Allow the spell to more easily influence local weather, such that we do not have to wait for the winds to blow right to induce a furious storm.
>>
>>4431476
>>Tsasjin Borjigin and The Northern Winds

>Military Action: Continue the Invasion of Cumania
>Research Action: New Spell: Frozen Flechette (Ice arrows - lvl 1): Enchant. Enchanted bows for her light troops, billowing slight mist from the bow string. As an arrow is released, a snap of freezing air is released and the arrow becomes a deadly sharp icicle.

Tsasjin was less than pleased. On the one hand, she and her fellow illusionary general, had managed to punch through an army the same size as the one that had faced her father and two other generals. On the other, she had weathered serious losses and been shown one of her greatest weaknesses. While her and her heavy calvary were a significant force to be reckoned with, and her army was untouchable within the comforting blizzard, her light calvary and her most recent troops were proving to be less than satisfactory. Something would have to be done, something to enable all of her troops to hit far above their pay grade.

And for the continual push, cooperation with a specific general might be in order.
>>
>>4431476
The Wind Whisperers will aid The Golden Horde in the taking of Persia with the expectation of future help when need arises. They will hold back against mosques and libraries in a show of good faith, but will otherwise sack and pillage as they see fit.

>Research Action: Wind Wall (level 2)
Improve the spell by enhancing the wind speed of the wall somewhat, but more importantly by allowing for ranged attacks to be used while not facing from the front.
>>
>>4432917
>General Name

The Speaker/Head of Death (english) Ükhliin Darga (Mongolian)

>Ambition

Seek the ancient knowledge of the world. Raise his army to higher power protect the Khan from death, and raise him from it should he pass

>Character Flaw(s)

>Foul Presence- Ükhliin Darga's bond to the magics of death, the curse of the blood that has born him into this world, and that which he has born with him sets most men of moderate perception on edge before any talk can even begin.

>Scholar at Heart- Darga in his hunt for further magics and knowledge may lead to conflicts in military action to come, should an objective come between his clutches and a scroll.

>Tribe/Warband Name

Foul Riders, Muu Novshnuud

>map color

***(what color your army is represented by)

>army symbol

***(optional) (must fit in a 11x11 pixel pattern with a palette of one background (the army color) color w/ a black symbol and one other optional color for added flair)

>General's Personal Religion

Erlik/ Tengri

>Army's Religion

Erlik/ Tengri

>Army's Culture

Mongol

>Magic Domain: Necromancy

3 Basic Starting spells:

Mökhökh (Perish) - A simple but powerful spell, a force of entropy upon a single target for a crippling necrotizing ray, or dispersed across a battlefield making wounds fester, limbs grow sluggish, and heads cloudy.


Bosokh (Rise) - A portion of the dead rise mindless under Darga's will. The shambling dead are simple and weak, but are brutal and unrelenting.


Garaa Bai (Stay the Hand)- Darga may take the loss of life to heal others in about a 1/8 loss at moment. Basically using the death's of his enemies heal his allies.


>Other/Fluff:

Born from a raped mother on one of the Khan's first conquests, the bastard son of the Khan's generals; Ükhliin Darga's mother was cast out from the ruined village, to follow the horselords on their conquests. Ükhliin killed his mother upon birth, the loss of blood from his clawing taking the woman's life. Raised on the road by the soldiers and within battlefields and razed villages much like the one his mother was banished from, he found himself enjoying the slaughter that followed in the Khan's wake. The weak fall to the strong like wheat to the scythe, it is merely the way of the world and always will be. Soon proving himself in the art of death dealing with saber and bow, the young Darga discovered foul scrolls in a razed temple of ascetics, who laid upon their blades as his warband approached. Within the text were words of death and power, that Darga intends to seize completely.
>>
>>4435712
Ah piss

>color

Purple if I can, bright neon red if not

>symbol

A rusty nail
>>
>Dzam
(army increased to around 26)
Sergeeh (Agnah derived) Agnah is channeled into an enchantment which allows for both easier production of bows and maintenance through the power of wood manipulation, this can be done with most local hardwoods of almost any region.

>Uzrpator
2 casualties taken
The people of the Yakutia bow after the largest tribal confederation in the region is decimated by Uzrpator and his seemingly endless army.
Deugoro - A support spell which can be cast by the general in a radius or a unit out of combat near the target unit, the spell will make an army's cavalry charge seem much louder and thus make his troops seem way more numerous to break the opponents spirit.

>Babur
8 casualties
The Khwarizmi fight hard, however the arcane magic of Babur proves their better. So despite heavy casualties and minimal loot the very empire of Kwarizmia bends the knee to the mongol empire, causing a split in its tribute between Babur and Burged. If the khan wishes he may be able to invade a region which neighbors Kwarizmia since it gave peace instead of continuing to fight on and Babur was among its conquerors.
Babur is gifted much loot in the form of persian arts and manuscripts from the Kwarizmi as he did not burn their culture to the ground as had been done to the Uighurs.
swallowing gate II :from a distance the general creates a portal in the ground that swallows a group of enemy armies or sink a fortified structure and then sends it towards the target of his choosing. A single cast of this spell can be made bigger or can be split into two versions of its basic self in different areas.

>Khar
9 Casualties
(see: The Battle of Old Khazaria)
N’Shuurga III (weather agitation III) (Agitates the nearby weather in a large (full battlefield+ miles around) area, however an "eye of the storm" occurs around the general caster and his entorage in which the weather is calm, this area cannot be covered by another weather caster however, it is also safe from other weather magic as well as long as the spell is active) Cast and maintained by a group of lesser shamans to leave the general free to direct other matters, with an additional bit of setup it can further influence the weather to make a very minor aspect of the local weather dominant, for instance a small cloud blossoms into a thunderstorm or a light breeze into a mild hurricane.

>Tsasjin
9 Casualties
(see: The Battle of Old Khazaria)
Frozen Flechette (Ice arrows - lvl 1): Enchant. Enchanted bows, billowing slight mist from the bow string. As an arrow is released, a snap of freezing air is released and the arrow becomes a deadly sharp icicle.
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>Burged
9 casualties
The war against the Khwarizmi is a brutal and hard one, with every trick in their playbook being used on the mongols. However the cunning of Burged proves their master as the looting of Transcaspia breaks the spirit of the Khwarizmi causing them to sue for peace, splitting the tribute between Burged and Babur and saving northern persia from a brutal campaign of harsh looting.

Wind Wall II: Creates a barrier of strong winds that knock away ranged attacks, arrows and sky/wind spells fired through the wall become more potent while not off setting accuracy.

Cumania - Battle of Old Khazaria:
The peak of the campaign in Cumania comes during the titanic battle of Old Khazaria, a battle whose challenge came from the Great Cuman who had rallied the forces of what remained of Cumania alongside Volga Bulgar and Russian forces. The battle began in a vast valley near where it is said that the old capitol of Old Khazaria layed, in its beginning the outnumbered but certainly not overpowered mongols found a fairly easy game of repelling ambushes and pushing further a spearhead into the Cumanian forces, even allowing for encirclement so that more area could be given to launching spells at the Cumans, but midway through the greatest trick of the Cumans was struck when the very earth itself seemed to come alive against the Mongols, great golems of stone, clay and metal rose up from the river and rocks absorbing panicked mongol magical attacks and surrounding mongol forces in killzones where Cumans were able to fire upon them and many golems managed to get into deadly melee, finding that the attacks of the mongols did little against the stones given form. Golems of various sizes, from man sized brutes to 12 foot tall behemoths hurling boulders killed mongols in droves.
That is until the Khan hatched a cunning plan of his own. Thus Khar was ordered to whip up a snowstorm while tsasjin's forces focus on freezing the golems using ice arrows and embrace's to frost over the golems, making their forms stiff and brittle allowing even a few melee kills by mongol heavy cavalry against the terrifying constructs.
So with the Golem's weakened Genghis uses his powers to lift the abominations of stone into the air, using their weight against them by raising them up and then letting them go, causing them to fall to the ground and shatter. This destroys most of the Golems allowing the Mongol forces to use the increased blizzard to launch a further counter offensive against the Russian and Cuman troops, shattering their moral and massacring them while they retreated and broke formation.
(the nature of the golems shall be expanded later)
Crunch shall be completed later.
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>>4436365

With her forces replenished, it was time for her to make a move, specifically on Bengal, and she knew she had to move fast, for she delayed this for far to long. The unification of India would begin now, and once the north was taken, the south would be moved upon. It would likely take many years, but she knew that unification would be done soon enough. She just needed to be swift and decisive, something she could do with ease. With her new forces and the people of Hindustan on her side, she doubted that any power would be able to stop her with the exception of if the entirety of India unified right now against her, or the other Mongols if they for some reason turned hostile. Regardless, with any luck, she'd be able to do her invasion in peace with little interruption from any outside force. And, even if there was, her natural maneuverability in the jungles would aid her significantly in staying far ahead of them, and any army trying to defend these lands.

However, she was not going to merely stop with her own research as she set off. Improving her own magics would be key, and with so much foliage a way to push even the trees out of the way would he key to maintaining her lightning speed through rough, dense, forested terrain. As, not only would this allow her to simply have easier travel, but it would also open the doors to something very important in time, a number of clever ideas that all relied upon complete mastery of plantlife. Something that she would gain sooner rather than later.

>Invade Bengal

>Research Dzörög even further.
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>>4436365
>movement: invade southern persia through the khwarezmian empire and put it under Babur's control. Lootings the province are allowed, though destruction of religious building and place of learnings are kept to the minimum just like in the khwarezmian empire. the whispering winds is free to do their own thing but their help will be appreciated if they decide to keep joining forces with babur and help him take the rest of persian region.

>research: dimension gate level l (thiefs eye+gate). Babur experiments with various ways to use his portal to instantly transport his armies safely to the target location.
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>>4436458
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>>4436365
I invade here and will strengthen Deugoro to level 2.
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>>4435729
The foul riders emerge from the mongol steppe, their forces largely comprised of the shattered remnants of Khan Indis:
15 army power / 20 army wealth
you cannot invade and provinces from mongolia, it is recommended you join an invasion as otherwise you cannot invade. You can join in an invasion of southern persia, the pontic steppe, perm or volga bulgaria as other regions are to far or dont have a player invading them
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>>4438013
also because you joined late you may invent an additional spell this turn
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Dzan
8.3/21 (base) --> 19.925/28.125 (income + mon reinforcements) --> (addition = less than province capacity) ((19.925+28.125)/2 = 24.025) 24.025/24.025

Uzrpator
13.8p/17.5 (base) --> 17.7/20.5 (income + mon reinforcements + casualties + troops raised from province)

Babur
17/25 (base) --> 23.8/31.9 (income + mon reinforcements + casualties + troops razed from province)

Khar
20.75/24 (base) --> 24.75/24.95 (income + mon reinforcements + casualties + troops razed from province)

Tsasjin
12.4/15.6 (income + mon reinforcements + casualties + troops razed from province)

Burged
23.5/25.1 (income + mon reinforcements + casualties + troops razed from province)
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The Great Khan Declares Tartar-Khazaria the domain of the Shapes in the Rain under Khar Salkhi, citing his use of weather magic as the defining mode which allowed him to best the golems of the Cumanians.
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>>4438013
>Pontic Steppe

>New Spell
Blood for Blood - By razing a province of life and larder, Darga raises the might of his army
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>>4438980
The Khan has been served faithfully, and the time has come to wage war independently once again.

Providing the Khan his tribute of all the most nubile women we have come across, The Shapes in The Rain now march on Caucasia.

The people there live differently to how Khar has seen before, proper settlements and organised lands, but they are nothing compared to the power of a single sky-shattering lightning blast from the heavens.
Truly the definition of a “Lightning Siege” is about to be written.

In the meanwhile, Khar Salkhi and Tsasjin Borjigin begin allying closer after their skills were expertly combined by Ghengis Khan in the recent battle, and begin developing blended magic to suit eachothers abilities, forging together a pair of support spells that when combined, unleash a devastating hurricane of ice and lightning.
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>>4436365
>>Tsasjin Borjigin and The Northern Winds

>Military Action: Finish the Invasion of Cumania in the Pontic Steppe alongside the Khan
With possible plans to head north afterwards.
>Research Action: New Spell: Sounding of the White Death (Winter side of the Winter+Storm spell): Support, Channel, Sacrifice. Either the General or a group of shamans work in tandem with the Storm mages of Khar Salkhi and the Shapes in the Rain to deliver a most terrifying hurricane blizzard of untold destruction. An animal sacrifice or several will also be used to bolster its strength if needed.
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>>4436369
>>4436372
Bürged continues the attack on Persia, joining in the invasion of the Southern Persia region. While open to joining others, it seems they are doing well enough (no aid has been requested of him)

>Research Action: Air Elemental
Summon a creature made of wind to attack enemies and wreak havoc. It is fairly weak at first and not too intelligent, but Bürged hopes with refinement and further research these creatures may become battle changing forces on the field.
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>Uzurpatr of the 1000 Mists
Though being under the mongol domain the sibir region bends the knee to Uzurpatr, and will now give their sons over to become warriors among the 1000 Mists.

>Darga of the Foul Riders
The arrival of the Foul Riders to the Pontic steppe strikes fear into the remnant Cumans. The most vile magics used by the dark warlock and his followers allows for a more rapid and decisive victory on the steppe especially when combined with the snowstorms of Tsasjin.

(2 spells because you were late)
Blood for Blood (Rise derived) - Allows for the razing of Ukhsen-Kharash - the dead brought back to inflict fear and terror. Unlike Bosokh they can last over many campaigns
Blood for Blood II - Gives Ukhsen-Kharash the ability to shrug off otherwise mortal wounds on occasion, although they will still die after the battle this allows them to keep fighting and absorbing damage.

Special Unit Created
Ukhsen-Kharash
An alternative to Kharash (prisoners of war who act as meat shields), they are the half and fully dead brought to life. They emit an aura of terror but cannot be deployed near to non-necromantic ally formations due to their horrid stench. Can only be recruited via looting and war.

>Dzam Harguy of the Southern Travelers
Within the divided region of bengal much wealth is extracted, with the ability to essentially ignore the jungle terrain of the region Dzam crushes the opposition, their use of meritocracy trumping the overly aristocratic and non-magical soldiers of the bengali.

>Babur of the Golden Horde
The southern persians are crushed, babur hears of the stories of the great library of Baghdad in the grasslands to the west (the province of Mesopotamia), it holds the knowledge of the islamic world which means it could be the key to great power. However for Babur to safely access its whole he will need to invade the region first.
dimension gate (thiefs eye+gate) a spell which allows for large units to be teleported from one location on the battlefield to another, in its current form it is however dangerous to the teleported meaning that some of them are killed on the way
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>Tsasjin of the Northern Winds
Though overshadowed in some aspects by the horrific warriors of the Foul Riders Tsasjin gains favor with the Khan as her use of magic is far more refined than the currently underdeveloped magics of Darga. In this she gains some favor.

During the enforcement of tributary on a colony belonging to a christian country from the Mediterranean Tsasjin is offered to be baptized by either a Patriarch of Eastern Orthodoxy or a Bishop of Catholicism. Though she is a sorceress the fear evoked by the wrath of the demon Darga has prompted desperate measures, in doing so she is promised to be tolerated in her conquests as long as she makes the "demon" Darga go elsewhere.

>Khar Salkhi of the Shapes in the Rain
The Caucasians put up little resistance, and most of them accept mongol vassalship. With his army in the mountains and a recent conquest achieved this gives Khar the chance to try to invade into Azerbaijan or Greek Anatolia, lest he be forced to retreat northwards where he will instead be able to conquer regions such as Perm, Byelorusia, Russia, Bulgaria, Volga-Bulgaria or the Kingdom of Galicia–Volhynia.

>Burged
Though trumped by Babur in controlling southern persia burged does much, though during a conversation with the Khan he is order to only join his fellow generals when up against a foe which is strong. Otherwise he is wasting time. That is an order.
Wind Golems: A sustained spell which involves a caster projection a form made of wind which can fight much like a man, however in its current form it is merely a construct controlled by its caster and not a being with a mind.
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>>4441517
Continue on the glorious conquests in the name of the Khan, Tengri has been spread wide, but now it can be spread to the very heartlands of these so called “civilised” religions.

For Tengri, invade Azerbijan, and use it as a staging ground for a true offensive into Anatolia!

Research Action: N’Shuurga III, much the same as II, but the storm generated is magically venerable, and develops heavy resistance against being dispelled by means such as G’Todorkhoi or equivalent weather clearing spells.

Not even enemy weather mages shall halt the oncoming storm.
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>>4441517
>>Tsasjin Borjigin and The Northern Winds

>Military Action: Invade Mother Russia
With plans to sweep into Trans-Byelorusia, and either Baltia or Novgorod.
>Research Action: Explosive Flechette (Ice Arrows - lvl 2): Enchant. Enchanted bows, billowing slight mist from their bow string. Now, once the icicle projectile lands, it explodes in a burst of shrapnel and shards of ice, hitting things even not directly aimed at.

With the Cumans defeated, and their knowledge of Golems to eventually be uncovered, Tasjin turns her attention to those who had aided her foe and caused undue loses to her men. The Russians would need to be rounded up and put under proper leadership. Their strongest rulers given to her as her own husbands and concubines. And with her mastery of the colder climes, her men should have no issue with the conditions.

The offer of Christianity is a harder call to make. On the one hand, Tsasjin would like nothing more than to have the region all to herself. So the "encouragement" of sending Darga south to deal with other foes is a particularly enticing one, and works for both sides. However, convincing him to do so is another matter. For the moment, Tsasjin shall remain true to the Tengri faith. Paying tribute to the local gods or god of the region, but refuse baptism at this point. Bringing the understanding of the way of the sky to the nobility of russia, however, is another matter.
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>>4441485

The north east of India was unified now, completely under Mongolian, and somewhat more importantly, her control. However, there was still the center, west, and south to put under a single banner. Something she'd be able to do with ease. Really the only issue was the time it took to travel and establish proper control over the areas. Regardless, she felt it would be best to solidify the center of India, even if the lands weren't as rich. As leaving it and the arid lands of India for last would only hinder her in the future should she decide to go for the lands south of china. After all she was fairly confident her father's conquests and the rest of his generals would be so focused on the east that they'd not bother her. Though a part of her worried that her work wouldn't be remembered because of that...A blessing and a curse.

Still even so, she knew she needed to do more for her forces in regards to magical capabilities, and so, the spell Agnah would be worked upon further. While it already could change foliage and cause annoying thorns, she planned on making it worse than that, searching for ways to thicken the thorny bramble made and allow it to easily deal with armoured horses like a wall of spears, along with fully entangle men in the vines grasp. The reason for improving her control over this was simply because she had three ideas she would work on, and nothing but complete mastery in controlling, creating and changing plants would suffice. Besides, she was always a perfectionist, and she'd always work on improving what she had in time. Speaking of, once she finished creating those three spells in mind, she'd have to improve something she'd been neglecting for some time now...

>Invade Gondwana

>Research Agnah for a third and final time
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>>4441485
>movement : invade mesopotamia
It is now clear to babur that he must visit these wonderful libraries in mesopotamia. the golden horde continue marching west, fully replacing the ruling culture with iranian administrator loyal to him from persia.

>research :dimension gate level 2 (thiefs eye+gate): research a way to increase safety and the distance of the portal
>>
It is said among the oral traditions and records of the people of the western steppe that the leaders of the Khazar Khannate converted to Judaism during their time of power over the region. Through this many Jews from across the Muslim and Christian world had taken refuge within this mercantile state. But in the wake of the formation of Cumania that refuge of Judaism was beaten down and subjugated, relegating the Jews to a tolerated minority, though their continued ties to the trade networks they had formed during the Khazarian period did lend to a bit more of a rocky relationship especially as Islam continued to spread amongst the steppe.
But sometime before the arrival of the Mongols it seems the Jews fell upon something much more potent than simple wealth. It is said that in their close studies of their Holy Books they began to see patterns, signs in the text and it was found that by translating those books to different languages and recombining grammar and words and letters something could be discerned. At first it was but a small cult among a league of Rabbis but soon grew to encompass nearly the entire Jewish community in the region, it was the creed of Golem. Through the discernment of patterns in the Books they created what seemed to be life from clay, as is written that God once shaped man from. Yet they could not make perfection as God did, but that did not matter for what they made was close enough.
They created these Golems - great and strong constructs of clay, stone or even metal who can only be killed by immense physical trauma or the loss of their instructions. They them through instruction scrolls inserted into a part of their body and kept them active through prayer, animal sacrifice (to their God of course, for they say it was he who gave them half-life) and ritual maintenance. At first they were disguised as brutish bodyguard's of impressive size and stature for caravans. As the word and even examples of the Magic Mongol's powers began to spread to Cumania they became more bold. Eventually shedding obscuring clothe coverings and creating wholesale monsters who could hurl boulders as far as archers shoot arrows or easily shrug off any petty attack issued out by the nomads of the steppe.
After the invasion of Cumania began their plan was going to be simple, they were to build up military force via Golems and make a great exodus to the holy land where through their refined and powerful Golems they would be able to reestablish Isreal. However their plan depended on the Mongols being repelled at least for a time, and as an edict of death had been put on many of the heads of Cumania it was feared that they would be swept up in the tide of the mongol hordes and exterminated as enemies of the great khan. Thus they used their force instead to aid the Cumans during the invasion of the region and hopefully repel the murderous mongols before they were crushed and their art of Golem craft forever lost.
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>>4442104
(cont.)
So it was that they lost the battle of Old-Khazaria as the Golems were smashed and slammed under the force of the Storm of Khar and the Frost of Tsasjin. Though they were not massacred as Genghis was impressed by their craft and so they were spared from the same total subjugation and annihilation which was done to the Cuman clans and most of the tribes.
Now they rebuild themselves, but can only build up any major force via the permission and resources of a General of the Mongol Empire. They even claim they will work at a discount if they are able to reestablish Isreal. So they bide their time in Khazaria, reestablishing connections and awaiting their time in the sun once more.
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galyn
39.8p/48w --> 47.2/59
Income: 4.4/11 (+3 lowest resource from mongolia)

babur
33.5/48.8125
2.7/1.4125 income (recommended that you adopt iranian culture, it would greatly improve output)

Dzan
32.65/34.15

Uzrpator
17.65/20.9

Khar
25.25/29.90

Tsasjin
22.7/22.4

Burged
35.9/30.5125 (unbalanced)

Darga
24/26.5
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>>4441485
Darga scowls and spits curses uppn reading the Tsasjin's letter, already eyeing the map towards India.

>Movement
Head to nearest indian province.

>Research
Darga takes to a strange experiment, casting Mökhökh into a crowd of prisoners, and then using Garaa Bai upon the Ukhsen-Kharash, and seeing how the undead fair.
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>>4443315
Uzrpator having failed to conquer the province he is in right now will spend another turn trying to bring it under his heel.

For this he will develop a new spell "Enge"

Said spell will create illusions of giant monsters who he and his army will then "defeat" saving the locals and trying to get them to their cause.
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>>4443315
>>4441914
>>4441485
>adopt iranian culture this turn.

During his campaign, Babur spend a considerable amount of time teaching his inner circle about the wonders of Persian civilization, culture and the settled people luxuries. they spent times enjoying and discussing persian poetry, literature and board games. Babur also encouraged his officer to mix and marry into the local iranian nobility, taking a page from alexander's book.
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>>4444052
its under your control, please alter your action
>>
Map will be done tomorrow, calculations along with it.

THE KHAN'S RALLYING CALL
With the defeat of the cumanians no major threat to mongol hegemony remains... with one exception. Using his powers of wind whispering he rally's independent and general led armies back to mongolia in order to pursue a campaign into china using the powers he has accrued alongside the support of at least 2 other general's magical abilities for support. Defeating the great barrier dragon will be hard but he is confident that he will be able to do this.
Several generals, unfortunately are to far away to aid the khan and develop aiding powers in time: they are Dzan Harguy, Khar Salkhi, Tsasjin and Babur the Bloody. These four are simply to far from mongolia to be helpful enough and the distant regions they are campaigning in need conquering. The rest are near enough to join the invasion force.
In joining the invasion force a general will need to produce a spell of aid for the khan in his principle weapon against the dragon: the spell "Gale of Decimation", a top level spell which will be used to tear the great Dragon to pieces, although it will need some further empowering from two other sorcerers, those being support spells. (for instance galyn would create the support spell "volcanic boil" which would cause the tornado to become as hot as volcanic steam)
If nobody volunteers then the khan will simply force a or two random ones to join him and create spells for him.

In other news...
On his return journey to mongolia the Khan strikes a deal with the Volga Bulgars - who had fought in the cuman war yet cower as they are surrounded on all sides by mongol clay. Thus they accept vassalship to the mongol empire contributing what force they have left to the Khan's great army. Becoming a vassal of the mongol empire.
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Khar Salkhi
8 casualties - region influence gained
Though disheartened that he will be unable to join the khan in his holy of wars against the great fiery beast of the middle kingdom Khar finds solace in a people relatively receptive to the word of tengri - that of the azerbaijani rulers of the region who are largely made up of mountain adapted steppe warriors of kin to the turkish tengrists.
But there is still strife as they fight back against the onslaught of Khars warriors who are disadvantaged on the high mountains and hills of the region which they do not know and have a hard time fighting in.
Many of their warriors however turn heel and join with Khar's band upon seeing the power of his staff and the strength of his words.
(spell approved)

Tsasjin
6 casualties taken - russia razed - region influence gained - aristocracy converted
After banishing the "demons" yet refusing baptism and enforcing tengrism Tsasjin finds herself in an awkward middle ground with the locals. Though thankfully there is no calls for a crusade by them as the Orthodox world is to divided and weak to put up a real threat. Her vengeance on the russians is earned, fear struck into their hearts in the dead of winter as a force which cares not for the cold covers their land in a thick frost wrought with blood and tribal vengeance.
(spell approved)

Dzam Harguy
3 casualties taken - region influence gained - aristocracy converted
Content in her isolation Dzam continues on her warpath, while nothing of note occurs in Gondwana a great argument erupts in her northern holdings.
That is the question - what shall be done about the caste system. Mongol hardliners and remnant tengri adherents say that the way of the Khan - that of meritocracy should continue in india and be enforced there. For the Khan is great and wise and his methods have proved as good as his magic. The other side is made up of native hindus who advocate for the continuing use of the caste system (which strangles meritocracy) that has been used in their lands for centuries.
They lay the question upon Dzam, what shall be done? Mongol Meritocracy or Hindu Castes? Perhaps an answer deeper than that simple dichotomy might Dzam produce?
(spell approved)
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Babur
5 casualties
After using his portals to swiftly crush the defence at Baghdad the library is thankfully captured in tact. Within it are many ancient and recent texts which if Galyn's example is to be believed may contain hither to unknown spells. Even a relatively rapid reading of but a few classics - specifically persian epics and historical accounts has filed Babur with great interest and though he can't read he believes that he will probably find some greater secrets if only he looks deeper into the library and its secrets...
(Mesopotamia mechanic: the great library - if a general starts or ends their turn in Mesopotamia they may spend their spell turn digging through the secrets of the library, thus gaining two OP produced spells of their domain or possibly some other secret)
(iranian culture adopted)
(spell approved)

Darga
The Foul riders travel far and end up in ghor where for the last few months of their journey they collect the dead of the razing of the region by babur, augmenting their undead auxiliaries in preparation for an invasion into North-West india or possibly the journey to join the call of the Khan.
In order to invade india properly the Foul Riders must upgrade their bows as the humid season of the region would destroy them thus ruining their tactics. It is recommended that a way to make bows from dead tendons and bone be produced so that they are able to fight at peak performance.
Through Darga's research it is found that by doing the death ray spell (dont have the name on me sorry) the undead are empowered instead of weakened. Thus by using this spell on groups of enemies in combat with Ukhsen-Kharash or generic undead the enemies will be sapped of strength while the normally clumsy and relatively sluggish undead will become faster and stronger.

Uzurpator
1 casualty - region influence gained - levy gained from permians - aristocracy converted
After an initial series of scuffles the 1000 mists manage to win over the permian people once "one of their demonic dieties" attacks the largest settlement in the region but is defeated by the 1000 mists force which was sent to besiege the settlement.
(spell approved)

Burged
You may do an extra spell action next turn
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>>4444752

With Gondwana secured, Dzam Harguy knew that what was likely the most difficult place for her to invade by terrain alone was all that was left of northern India. And, hearing news of another Mongolian general coming to the area, she would be swift to prepare an invasion of western India. She knew that it would be vital to take for herself as soon as possible, and while her abilities wouldn't aid her much, the lands disunity and the fact some of the rulers didn't follow Hindu would allow her to more easily place the right people into power by getting some on her side and crack some of the cities from within. Regardless, while her army wasn't exactly fit for desert combat, the fairly flat dunes would be extremely helpful for her general strategies. As even without the utilization of her magic, her forces would be more than enough to take the place with minimal casualties. And, even so, her forces had bows which were improved by plant based magic anyway. Despite this, she knew it would be best to make sure she could properly solidify her control. And as such, she'd work on further research into her spell craft.

And with this research, she'd come to build off of the spell she had been working on the last two years, and from Agnah, she'd create Dzüü. As with the proper combination of magic, the arrows which fly true can impact and turn to harsh, thorny bramble and thorn around where the arrow impacted. Again, extremely devastating against lesser armored opponents. Although in its early state it would only really be able to cover a single person, in the future, it might become much more devastating as Dzam Harguy puts more effort into perfecting her current set of magics. Something she was bound to do once more sooner or later. She already perfected two spells, and soon she'd have three to perfect once more...

>Invade Western India.

>Research Dzüü.
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>>4445029

Yet, with all of this, there was something important that had come to her attention that was an issue, specifically on what would be done with the cast system. She hardly thought about it until it was brought to her attention, and she realized that mere meritocracy wouldn't exactly make many happy, yet a few of her most experienced forces who remained true to Tengri and Mongol ways wished for their current merit based system to continue. And, with this, she'd ponder for a time. It was clear to her that a compromise would need to be set. As such, an attempt to reform the caste system would be done, essentially making subsets of each of the castes, and allowing some mobility between these subsets them. The two least changed would be the Brahmins and the Shudras, with mobility being only slightly more possible than before, however with the Kshatriyas and the Vaishyas, mobility would be a lot greater than before. The main area of mobility and merit in this area would be in that the best of the Vaishyas could become a part of the Kshatriyas if they proved to be experts in administration or proved themselves as adept in battle. However, the very top of the Kshatriyas mobility would be similar to that of the Brahmins, and similarly at the bottom of the Vaishyas, mobility would be similar to the Shudras. Essentially, the middle area of the cast system would be made a lot more mobile, though not equivalent to Meritocracy. While a levy soldier could become a marshal, or a merchant Dzam's Steward, the chances of such were extremely slim. In short, the reform made movement in the military and administration much more meritocratic, however in other area's while there was a greater chance of movement, it was still quite slow and ridged, and she could always keep promising further reform to her non Indian elites until they perished, retired, or were assimilated and satisfied with this. Additionally, on the other side of the coin, the changes practically wouldn't change anything for the Brahmins or Sudra's unless they did something incredible.

With any luck, the reform would help with the economy, administration, and military, and the elite Mongolian soldiers would be happy with it.
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>>4444754
>>4444754
>Movement: invade the levant/jerusalem
>Replace the aristocracy with iranian culture

Eyeing Egypt and the holy land, Babur March his army west towards jerusalem. Babur is aiming for a quick and decisive battle in order to make the ayyubid surrender quickly with the least resistance and as such, lootings are kept to the minimum and those who surrender are spared.

Research: dig up the library of baghdad and look for books regarding magical beast, demons , forgotten God etc and how to utilise his gate power for summoning purpose
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>>4445193
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2 player spots open, if you want to join do it now. Ill give you a baseline army and 5 starting spells. China is opening now so its a great time
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map, heavy crunch will be tomorrow. A part of me misses one-two map painter stuff that was 10x quicker. At least it looks pretty
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The Kingdom of Egypt
Stretching from the levant to the southern tip of arabia the Egyptian Empire is strong, with a well maintained army and a ruler who has claimed the title of Caliph and defender of Islam against the heretical sorcerer "Babur the Bloody". They have amassed forces in the levant and if war is declared (as genghis wishes) they are fully ready to fight for their place among the world.
They are strong, if any wishes to conquer them they will need both tricks a plenty and lots of warriors. It will not be easy, for they are ready for war.
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>>4444752
>>4446081
>>Tsasjin Borjigin and The Northern Winds

>Military Action: Invade Trans-Byelorusia
With plans to sweep into either Baltia or Ukrania next
>Research Action: Embracing Arrows (lvl3 from explosive flechettes lvl2 + Tsasjin's Embrace lvl1): Enchant. Enchanted bows, mist pours and the string and unleashes a snap of quick-frost as the arrow is loosed. The ultimate goal of Tsasjin's experiments for outfitting her basic cavalry with powers on par with her vanguard. Now, once the icicle projectile lands and explodes, each crystal unleashes a mist that functions as a Tsasjin's Embrace, circumventing the original spell's main limitation of range. Allowing whole areas to be chilled with a volley.

It was a bitter pain for Tsasjin, to be left knowing that she'd be unable to bare witness to her father finally best his great foe the Great Wall, and claim china as he rightfully should. The only solace being the knowledge that he trusted and desired for her to continue her own conquests on the other side of the world. The Mongolian Empire would stretch from sea to frozen sea.

With her revenge extracted on the Russians, concubines acquired, and the Foul Riders averted, Tsasjin made way to venture further into Eastern Europe. Though the northern reaches called out to her, she figured it would be best for the Mongolian empire if she allowed the Riders of 1000 Mists the opportunity to conquer something at the same time as her. Rather than have them aid her unnecessarily or spend more time running about in Siberia. And so, she sends her men out with their new powerful enchanted bows, to show the Europeans and Slavs the power of Mongolian magic and the chilling dread of winter made manifest.
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>>4446081
Khar eyes anatolia, but the Khan advises he assist in conquering the Levant.

Communicating with Babur, it is agreed that the shapes in the rain will march on Egypt, and that Khar Salkhi will claim the entirety of the spoils of war in order for Babur to secure the Provence itself from competition.

As a result, Khar Salkhi begins his invasion of the Levant, focussing on aiding Babur by using catastrophic lightning strikes to destroy castle fortifications, while using weather magic to support his fellow, with intent to pillage as much as possible in the event of a mongol victory.

Research action: G’Todorkhoi II.
When the above weather is cleared by this spell, it is made more malleable and easy to manipulate using N’Shuurga
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*Uzurpatr and Burged have disappeared, their forces now scattered. In the future they may form mercenary bands.*
>Darga
24/26.5 --> 24+5.5/29.5 (5.5p worth of Kharash)
You may adopt 1 additional spell this turn.

>Current spells as of the end of the thread
Mökhökh (Perish) - A simple but powerful spell, a force of entropy upon a single target for a crippling necrotizing ray, or dispersed across a battlefield making wounds fester, limbs grow sluggish, and heads cloudy. Also empowers the undead.
Bosokh (Rise) - A portion of the dead rise mindless under Darga's will. The shambling dead are simple and weak, but are brutal and unrelenting.
Garaa Bai (Stay the Hand)- Darga may take the loss of life to heal others in about a 1/8 loss at moment. Basically using the death's of his enemies heal his allies.
Blood for Blood (Rise derived) - Allows for the razing of Ukhsen-Kharash - the dead brought back to inflict fear and terror. Unlike Bosokh they can last over many campaigns
Blood for Blood II - Gives Ukhsen-Kharash the ability to shrug off otherwise mortal wounds on occasion, although they will still die after the battle this allows them to keep fighting and absorbing damage.

Special Units:
Ukhsen-Kharash
An alternative to Kharash (prisoners of war who act as meat shields), they are the half and fully dead brought to life. They emit an aura of terror but cannot be deployed near to non-necromantic ally formations due to their horrid stench. Can only be recruited via looting and war.
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>Babur
33.5/48.8125 --> 31.5/48.8125
income: 6.6/13.475

>Current spells as of the end of the thread
Steal : the general can use portals steal a medium sized object from the target, provided he has enough knowledge of where and how it looks like.
Thief's Eye : the general can locate certain object/target using portals within certain distance
Return: can use portal walls to return incoming attack or send an object to the enemy target
Dimensional arrow (lvl 1) (steal + thief's eye): the general creates a portal in the air and order his men to shoot projectile weapon through it and then using Thief's eye to locate the target. Making arrow volley suddenly appears from thin air and hitting the target from unexpected direction.
swallowing gate (gate+thiefs eye) :from a distance the general creates a portal in the ground that swallows a group of enemy armies or sink a fortified structure and then sends it towards the target of his choosing. Though difficult to do and requiring the use of the Keshig to do correctly it is nonetheless very reliable.
swallowing gate II :from a distance the general creates a portal in the ground that swallows a group of enemy armies or sink a fortified structure and then sends it towards the target of his choosing. A single cast of this spell can be made bigger or can be split into two versions of its basic self in different areas.
dimension gate (thiefs eye+gate) a spell which allows for large units to be teleported from one location on the battlefield to another, in its current form it is however dangerous to the teleported meaning that some of them are killed on the way
dimension gate level 2 (thiefs eye+gate): A more stable version of its predecessor. Just as effective against enemies but perfectly safe for allies.
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>Khar Salkhi
29.325/36.05
income: 9.075/6.15

>Current spells as of the end of the thread
N’Shuurga (weather agitiation) (Agitates the nearby weather, causing it to become more extreme in a localised area in a way that the caster desires, though cannot be cast spontaneously and must be sustained) Cast and maintained by a group of lesser shamans to leave the general free to direct other matters.
N’Shuurga II (weather agitiation II) (Agitates the nearby weather in a large (full battlefield+ miles around) area, however an "eye of the storm" occurs around the general caster and his entorage in which the weather is calm, this area cannot be covered by another weather caster however, it is also safe from other weather magic as well as long as the spell is active) Cast and maintained by a group of lesser shamans to leave the general free to direct other matters.
N’Shuurga III, much the same as II, but the storm generated is magically venerable, and develops heavy resistance against being dispelled by means such as G’Todorkhoi or equivalent weather clearing spells.
Q’Ayanga (lightning strike) (Causes a large and sudden lightning strike from the heavens above, requires stormy weather to cast) Cast by the general at will
Q’Ayanga II (lightning strike II) (causes an immense lightning strike from the clouds, requires stormy weather but is very powerful) Cast by general at will
Q’Ayanga III. A singular devastating lightning strike designed to annihilate anything it hits with unprecedented force
G’Todorkhoi (weather clear) (Clears the weather above, wiping away clouds and rendering the skies fair) Cast by the general at will
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>Tsasjin
Army: 22.7/22.4 --> 24.125/24.6
Income:4.425/2.2

>Current spells as of the end of the thread
Mönkhiin övöl (Eternal Winter) - Channels a perpetual blizzard around the army, used by either the general or a group of shamans
Zürkhnii mös (Hearts of Ice) - Enchantment, reduces the impact cold and snow has on own army's morale and effectiveness
Zürkhnii mös II (Hearts of Ice II): Enchantment. Cold, snow, and ice have even further reduced penalties, or even grant a bonus, for own army's morale and effectiveness.
Avaaryn gishgüür (Avalanche Steed) - Generates a small wave of snow in front of caster as they ride, letting you run down enemy troops like an avalanche
Avalanche Stampede (Avalanche Steed derrived): Quick Cast, Group Cast. Generates a larger wave of snow and ice in front of the caster, which is able to merge with other riders in formation. Creating a true avalanche falling down on our foes.
Tsasjin's Embrace (Embrace): Quick Cast. Misty air envelops a target, chilling them to the bone and reducing their movement to almost nothing. Great for locking down an individual. The range is limited however.
Explosive Flechette (Ice Arrows - lvl 2): Enchant. Enchanted bows, billowing slight mist from their bow string. Now, once the icicle projectile lands, it explodes in a burst of shrapnel and shards of ice, hitting things even not directly aimed at.
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>Dzam
32.65/34.15 --> 43.7/48.85
Income: 11.05/14.7

>Current spells as of the end of the thread
Agnah - A quick cast which makes it so that any foliage may move to ensnare and hinder the caster's target
Agnah II - A quick cast which makes it so that any foliage may move to ensnare and hinder the caster's target except with more thorns and bramble.
Agnah III - A quick cast which makes it so that any foliage may move to ensnare and hinder the caster's target except with more thorns and bramble. Creates dangerous terrain for the enemy on places it is used. Pins for longer.
Nuuh - A quick cast which shifts local foliage every so subtly and gently to hide the movement of those the caster desires, and hinder the sight of those they wish not to see.
Dzörög - Enchantment to horses so that tree's and their roots move to aid travel and form paths through even the thickest forests, aiding the movement of the caster and their allies. Cannot affect hardwood
Dzörög II - Enchantment to horses so that tree's and their roots move to aid travel and form paths through even the thickest forests, aiding the movement of the caster and their allies. After a rider goes through an area of greenery the plants move back to where they once were. Cannot affect hardwood

Within india is a special kind of creature, one only whispered in the most ancient of legends of the farthest northern peoples. It is the elephant, a powerful beast with intelligence to match. They are a sacred animal to some sects, though less so than the cow. Some say they could even be taught magic... but that is mere hearsay. Its use in warfare in india is dominant as it is nearly impossible for mere men to best it. Though by default it is hardly an ideal creature with some improvements (enchantments? giving them to a specialist unit?) they could serve a variety of purposes, from infantry smashing magic platforms to plant armored beasts likened to turtles yet far more powerful.
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New thread:
>>4448262



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