Table of Contents

LA T'ien Ch'i, Barbarian Kings

Lore

The Celestial Empire is crumbling. Constant invasions from the barbaric khans have all but destroyed the Imperial Bureaucracy. The Imperial family has been replaced by Barbarian Kings. The Imperial Guard is no more and the cavalry of old has been replaced by skilled barbarian horsemen. Ancestral worship is popular once more and priest-mages of barbarian heritage who lead the Ancestor Cult are replacing the priests of the Bureaucracy. With the displacement of the eunuchs from power, conscription has fallen out of use.

"T'ien Ch'i is obviously influenced by China…. Chinese history is rich and there is plenty to draw upon. Daoism and its five elements, inner alchemy, and quest for longevity inspired the Masters of the Way as did the T'ien Shih—celestial master—of institutional Daoism convert into the Celestial Master of T'ien Ch'i. Heroes come in plenty in the Chinese tales and the Seven Immortals are all interesting figures. Sun Wukong and his friends are perhaps even more so. There is plenty of stuff to expand on should I or a merry modder find the time. Finally, T'ien Ch'i has been inspired by movies from Hong Kong, China, and Korea." – Illwinter

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
air 22 (Rare 3)
water 22
earth 22
astral 22 (Rare 3)
death 22
nature 22
glamour 11 (Rare 2)
holy 11
Heroes
air 11nature 22
fire 11air 11water 22astral 33holy 22
air 22astral 22death 22
Cavalry
Heavy Infantry
Archers
Mobile Archer
Immortal Heroes
Standard Fortresses

The Celestial City

Enables recruitment of
Ancestor Vessel
Produces 1deathgem1earthgem per turn

The Heavenly Gate

Enables recruitment of
Celestial Master
Produces 1astralpearl1airgem per turn

National Units

Commanders

LA T'ien Ch'i's commanders provide an excellent and easily-available army leader in the form of the Khan, who can be recruited in any plains, farm or wastes province.

While its mage roster is capable and provides great crosspaths, it is also really expensive. T'ien Ch'i lacks efficient researchers or casters, having to shell out 310 gold for mages that reach at most two levels in any one path of magic. The Ancestor mages are all both sacred and old, so an Unaging bless can be useful to reduce encumbrance and prevent them from dying as quickly to old age.

Sprite Unit Name Special Attributes Comments
Mounted Scout
35
10
1
Stealthy (50)
Skilled Rider (2)
Mobile Archer
For the same cost as an ordinary Scout, LA T'ien Ch'i's Mounted Scout is far more mobile, often being able to sneak through two enemy provinces in a turn instead of just one. However, it does need to be recruited in forts, and indie Scouts are very easy to find in the Late Age.
Steppe Horse Animal
General
110
38
1
Skilled Rider (2)
Mobile Archer
The General is a mobile, 100-leadership commander. It is easy to recruit in forts and good for leading fast-moving armies of cavalry. However, it is outclassed by the foreign-recruit Khan.
Armored Steppe Horse Animal
Khan
190
44
2
+ Recruit in non-fort Plains, Farms and Wastes
Pillager (5)
Skilled Rider (4)
Mobile Archer
Despite being a considerable step up from the General in terms of gold cost and recruitment points, the Khan is far easier to recruit due to being available in non-fort plains, farms and wastes. It has 150 leadership and provides a slightly better morale boost to units under its command than the General (+1 ⇒ +2).
Cataphracted Steppe Horse Animal
Ceremonial Master
65
3
1
holy 11
Sacred
Ceremonial Masters are interchangeable with indie Priests, which are probably better as indie Priests can be recruited outside of forts (independent type allowing) and Ceremonial Masters cannot.
Master of the Way
190
1
2
water 11holy 11random1100%rp 99
Sacred
Need Not Eat
Masters of the Way are rather expensive for their paths, but their randoms are usually useful (albeit unpredictable) and they are LA T'ien Ch'i's cheapest mage by quite a margin.
Ancestor Smith
310
16
2
+ Recruit non-fort in Highlands and Mountains
earth 22death 11holy 11random1100%rp 1313
Sacred
Forge Bonus (1)
Old Age (67/50)
Ancestor Smiths are reliably useful due to their earth 22 paths, which allow them to cast most of the Earth buffs with only Summon Earthpower. Their melee skills are also remarkably good, giving them some thugging potential, although their Old Age penalties reduce these somewhat. Their randoms are all quite good: Death can spam skeletons, Air can cast Rain of Stones, Astral opens up the Earth/Astral crosspath, and Nature opens up forging opportunities.

Outside of combat, the Master Smith's Forge Bonus (1) makes it an efficient forger, improving LA T'ien Ch'i's gem economy in a gem-starved age.
Spirit Master
310
11
2
death 11nature 22holy 11random1100%rp 1313
Sacred
Supply Bonus (20)
Old Age (127/100)
Spirit Sight
Spirit Masters provide access to Nature buffs and some utility spells such as Web, Swarm and Relief. Due to their Nature/Death crosspath, they can cast Venomous Death, a potent counter-thug spell. Earth and Astral randoms can boost in combat using Strength of Gaia or Power of the Spheres, allowing casting of nature 33 spells, or nature 44 with a Thistle Mace. While Air randoms are not that useful, Death randoms can still summon skeletons after casting their buffs.
Ancestor Guide
310
11
2
air 11death 22holy 11random1100%rp 1313
Sacred
Supply Bonus (20)
Old Age (67/50)
Spirit Sight
Ancestor Guides are reliable skellispammers. All of them can cast the really annoying Wind of Death with a Skull Staff, but the Air randoms are probably the most useful for this as they allow T'ien Ch'i to utilise the busted Cloud Trapeze into Wind of Death strategy; consider Twiceborning these to preserve their magic. Astral randoms can forge items like Duskdaggers for counter-thugging.
Celestial Master
310
5
4
Capital Only
air 11water 22astral 11holy 11random1100%
10%
rp 1515
Sacred
Need Not Eat
Although the Celestial Masters of LA T'ien Ch'i are considerably weaker than their earlier incarnations, they provide reliable access to moderate Water magic as well as communionable Air and (potentially) Glamour, opening up the possibility of Wailing Winds. Astral randoms get to astral 22, allowing the forging of Starshine Skullcaps. Celestial Masters are a useful source of magic diversity, though a few of their randoms are overshadowed by the more focused paths of the various Ancestor mages.

Troops

Sprite Unit Name Special Attributes Comments
Footman
10
9
9
Commentary here.
Footman
10
11
9
Commentary here.
Footman
10
11
9
Commentary here.
Archer
10
12
9
Commentary here.
Heavy Footman
10
20
9
Commentary here.
Heavy Footman
10
20
9
Commentary here.
Medium Footman
10
14
9
Commentary here.
Medium Footman
10
14
9
Commentary here.
Barbarian Horseman
25
18
24
+ Recruit in non-fort Plains, Farms and Wastes
Pillager (2)
Skilled Rider (2)
Mobile-archer
Commentary here.
Steppe Horse Animal
Barbarian Heavy Horseman
25
38
24
+ Recruit in non-fort Plains, Farms and Wastes
Pillager (2)
Skilled Rider (2)
Mobile-archer
Commentary here.
Armored Steppe Horse Animal
Ancestor Vessel
50
49
46
Capital Only
Sacred
Pillager (2)
Skilled Rider (3)
Mobile-archer
Spirit Sight
Commentary here.
Cataphracted Steppe Horse Sacred
Animal
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Ho Hsien-Ku - Immortal air 11nature 22rp 1111
Sacred
Immortal
Supply Bonus (20)
Healer (1)
Ethereal
Flying
Female
Commentary here.
Lu Tung-Pin - Immortal fire 11air 11water 22astral 33holy 22rp 1919
Sacred
Immortal
Ambidextrous (3)
Flying
Commentary here.
Li T'ieh-Kuai - Master With The Iron Crutch air 22astral 22death 22rp 1717
Sacred
Immortal
Fear (7)
Old-Age (865\500)
Plague Carrier (5)
Start Affliction (100)
Spirit Sight
Commentary here.

National Spells and Item

Summons

Combat

Summon Spell Unit Special Attributes Comments
Call Ancestor
(Conjuration 1)
death 11

Ancestral Spirit
Sacred
Cold Resistance (15)
Poison Resistance (25)
Stealthy (+40)
Salt Vulnerability (1)
Poor Amphibian
Undead
Ethereal
Need Not Eat
Floating
Spirit Sight
Spiritform
The Ancestral Spirit is distinguished from the Longdead and the Soulless by being Ethereal and Sacred, not to mention its Paralyzing attack. It has only 1 HP and, (without a stat bless,) an easily-cut-through Defense Skill, so other magic will generally counter it.
Wrath of the Ancestors
(Conjuration 7)
death 11 and 1deathgem
Ancestral Spirit x 20++

Ritual

Summon Spell Unit Special Attributes Comments
Celestial Servant
(Conjuration 1)
earth 11astral 11 and 1earthgem

Celestial Servant
Sacred
Gluttony (3)
Magic Being
Need Not Eat
Spirit Sight
Commentary here.
Herd of Buffaloes
(Conjuration 3)
nature 22 and 8naturegem

Buffalo x 5 + [1/2 per lvl]
Berserker (+2)
Animal
Trample
Commentary here.
Celestial Hounds
(Conjuration 4)
air 11astral 11 and 2airgem

Celestial Hound x 2
Sacred
Resist Shock (15)
Patrol Bonus (+10)
Animal
Magic Being
Flying
Need Not Eat
Spirit Sight
Commentary here.
Call Celestial Soldiers
(Conjuration 6)
air 22astral 11 and 15airgem

Celestial Soldier x 6
Sacred
Magic Being
Need Not Eat
Spirit Sight
Commentary here.

Other Spells and Items

Combat

Ritual

Items

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Multi-Path Boosters

No easy access to any of the major boosters.

Fire

No recruitable access. The hero, Lu Tung-Pin - Immortal has fire 11.

Air

Highest Starting: air 22 Ancestor Guide (1 in 4) or Celestial Master (1 in 5)

Tome of High Power Unique
air 22astral 11 Celestial Master (1 in 5) +
air 22astral 22 The hero, Li T'ieh-Kuai - Master With The Iron Crutch

Water

Highest Starting: water 22 Celestial Master or Master of the Way (1 in 5)

Trident from Beyond Unique
water 22astral 22 Celestial Master (1 in 5) +

Contact Naiad
water 22nature 11 Celestial Master (1 in 5) +
Naiad has water 33

Earth

Highest Starting: earth 22 Ancestor Smith

The Tome of Gaia Unique
earth 22nature 11 Ancestor Smith (1 in 4) + or
earth 11nature 22 Spirit Master (1 in 4) +

Astral

Highest Starting: astral 22 Celestial Master (1 in 5)

Coin of Meteoritic Iron
earth 22astral 11 Ancestor Smith (1 in 4) +

Tome of High Power Unique
air 22astral 11 Celestial Master (1 in 5) +

Golem Construction
earth 22astral 11 Ancestor Smith (1 in 4) +
Golem has astral 22

Ether Gate
astral 11death 11 Ancestor Smith (1 in 4), Spirit Master (1 in 4), or Ancestor Guide (1 in 4) +
Ether Lord has 3 in 4 chance of astral 33 or 1 in 4 of astral 44

Death

Highest Starting: death 22 Ancestor Guide, Ancestor Smith (1 in 4), or Spirit Master (1 in 4)

Nature

Highest Starting: nature 22 Spirit Master

Contact Naiad
water 22nature 11 Celestial Master (1 in 5) +
Naiad has nature 33

The Tome of Gaia Unique
earth 22nature 11 Ancestor Smith (1 in 4) + or
earth 11nature 22 Spirit Master (1 in 4) +

Moonvine Bracelet
astral 11nature 22 Spirit Master (1 in 4) +

Glamour

Highest Starting: glamour 11 Celestial Master (1 in 5) or Master of the Way (1 in 5)

Blood

No national access.

Ether Gate
astral 11death 11 Ancestor Smith (1 in 4), Spirit Master (1 in 4), or Ancestor Guide (1 in 4) +
Ether Lord has 1 in 4 of blood 11

Contact Lamia Queen
death 22nature 22 Spirit Master (1 in 4) +
Lamia Queen has a 7 in 16 chance of at least blood 11

Awaken Treelord Limited Amount
nature 22 Spirit Master +
Treelord has a 1 in 3 chance of blood 11

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