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On the sacred Mount Kailasa, beings from an earlier era still linger. They are blessed with mystical powers but are few in number. With the emergence of the New God they have mustered aid from a most unsuspected source. Deep in the forests below the Sacred Mountain, apes of uncanny brightness have evolved. The apes are uncivilized and have only recently mastered the mysteries of metalworking.
"Bandar Log, the nation of the monkey people, is inspired by Hindu myths, ancient India and Rudyard Kipling. The Vanara comes from the Ramayana, an epic in which the monkey people aid prince Rama in his struggle against the demon king Ravana. The hierarchical division of the different species of monkeys has parallels in the Hindu caste system. I wanted the Bandar to use the alleged colors of the Indo-Aryan castes: white for priests, red for nobles and black for commoners. Markatas are exempt from the hierarchy and society at large and might be seen as untouchables of earlier times, although I imagine them less vulnerable. Important to the development of the Bandar Log were the semi-divine beings of Hindu myth. With a slight breath of 2001: A Space Odyssey, the Yavanas and Devatas became lords of the monkey people." -Illwinter
If you are considering picking this nation to play, what should you know?
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
|---|---|---|---|---|
| | Hero Summons (req. (req. (req. (req. (req. (req. | Archers, from small apes to large apes and Yakshas Light infantry, from small apes to large apes and Yakshas | | |
Capitol Gems: 2
2
1
1
Heat Limit + 1
Magic Limit + 1
Prefers Heat Scale + 2
The heads of Kailasa are the Yakshas, Size 4 beings (two-to-a-square) of Celestial recognition. These are
Magic Beings with at least 1 point of
Awe, dissuading attackers who fail a Morale check. The average Yaksha has 23 HP, 1 Natural Protection, 15 Strength, 11's in Attack Skill, Defence Skill, and Precision, and 13's in Magic Resistance and Morale. They have 2 Encumbrance, 14 Map Movement, and 14 Combat Speed; naked, of course, but all Yakshas are naked. All Yakshas are intrinsically capable of kicking, giving them a bonus attack, albeit a very basic one.
Beneath the Yakshas are the Bandar Log, three kinds of intelligent primates. There are the Size 4 Bandar, the Size 3 Vanara or "Atavi" (three-to-a-square), and the Size 2 Markatas (five-to-a-square). All are still considered
Animals, and all are adapted to
Forests.
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Markata Scout | | A cheaper, stealthier Scout. Excellent value, but costs fort turns to recuit. |
| Atavi Chieftain | | Capable of leading stealthy raiding parties with its modest 50 leadership, and recruitable outside of forts. |
| Bandar Commander | | 100 leadership commander, capable of putting squads into formations with +1 morale. |
| Guhyaka General | | A weak priest and 100 leadership/40 magic leadership commander, capable of leading Kailasa's magic being sacreds in formation. An extremely important commander due to its magic leadership, but its 2 CP makes this a very painful necessity, and its low bless AOE makes a prophet or |
| Yogi | | The Yogi's low cost and halved upkeep from being sacred makes it an excellent research mage. The single path in astral offers a surprising amount of utility: Yogis can point-buff, join communions, or be boosted by Light of the Northern Star to cast basic damage spells. |
| Guru | | Gurus are a good deal more expensive than Yogis, but have much better access to astral battle magic, and their |
| Yaksha Contact Yaksha (Conj. 4) | 10% | Yakshas are powerful earth mages, singlehandedly providing the earth magic Kailasa needs for most combat magic and rituals. They are vital for gaining access to buffs like Steel Slice Warriors, Marble Warriors, and Giant Strength Warriors. They also provide a little glamour magic to the nation. Though they are expensive, they each only cost one turn to recruit at the capital, and they can also be summoned at Conjuration 4 through Contact Yaksha. |
| Yakshini Contact Yakshini (Conj. 4) | 10% Female | Similar to Yakshas, Yakshinis provide enough water magic for most of the important combat magic and rituals. Highlights include Wave Warriors, water evocations, and the fire/cold resist spells. They are also amphibious, allowing them to bring their strong water magic to the underwater realm. |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Markata | | Fragile, undisciplined infantry with low morale, the Markata's primary redeeming features are that it is cheap, has relatively high defence skill (14) and fits 5 to a square. This means that squads of Markatas are somewhat functional as meat shields, though their morale means they will not last long if they start dying. Markatas have a very weak, low-range sticks and stones attack which they will pelt enemies with upon initiating combat. |
| Markata Archer | | Markata Archers are basically identical to Markatas, but with less defence skill, no mace, and a weak ranged attack (8 damage compared to the human standard of 11) instead of sticks and stones. |
| Atavi Archer | | Cheaper, stealthy, and naked versions of human infantry and archers, Atavi can function as stealthy raiders but have trouble standing up to any serious province defence due to their total lack of armor, mediocre stats, and low morale. Still, their stealth provides utility that Bandar Log's roster otherwise lacks, and they can be recruited outside of forts. |
| Atavi Infantry | |
|
| Light Bandar Archer | | Light Bandar Archers use the long bow, which combined with their strength results in a fairly high damage (16) ranged attack compared to the human archer standard of 11. These units are very cheap (albeit low protection) and present a deadly ranged option when massed, though Bandar Log's recruitable mages lack some of the paths that would make them really deadly. |
| Bandar Warrior | | Naked infantry with a 12-damage sticks and stones attack and a high damage iron cudgel. |
| Bandar Swordsman | | Bandar Swordsmen are light infantry with a high damage falchion attack. As Kailasa's only unit that wears armour (unfortunately still missing a helmet), which also makes them the only unit with a medium resource cost. |
| Guhyaka | | Commentary here. |
| Yavana Archer | | Commentary here. |
| Yavana | | Commentary here. |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Devasura - Fallen | | Commentary here. |
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Herd of Elephants (Conjuration 3) | Elephant x 5 + [1/2 per lvl] | | Commentary here. |
| Summon Angiri (Conjuration 3) | Angiri x 5 + [1/2 per lvl] | | Commentary here. |
| Summon Apsaras (Conjuration 3) | Apsara x 5 + [1/2 per lvl] | Female | Commentary here. |
| Ambush of Tigers (Conjuration 3) | Tiger x 15+ | | Commentary here. |
| Herd of Buffaloes (Conjuration 3) | Buffalo x 5 + [1/2 per lvl] | | Commentary here. |
| Summon Vidyadhara (Conjuration 4) | Vidyadhara | | Commentary here. |
| Contact Yaksha (Conjuration 4) | Yaksha | 10% | Commentary here. |
| Contact Yakshini (Conjuration 4) | Yakshini | 10% Female | Commentary here. |
| Summon Gandharvas (Conjuration 5) | Gandharva x 6 | | Commentary here. |
| Summon Kimpurushas (Conjuration 5) | Kimpurusha | | Commentary here. |
| Summon Garudas (Conjuration 6) | Garuda x 6 | | Commentary here. |
| Summon Maruts (Conjuration 6) | Marut x 3 | | Commentary here. |
| Summon Kinnara (Conjuration 6) | Kinnara | | Commentary here. |
| Summon Siddha (Conjuration 7) | Siddha | | Commentary here. |
| Summon Devata (Conjuration 8) | Devata | | Commentary here. |
| Summon Devala (Conjuration 9) | Devala | Female | Commentary here. |
| Summon Rudra (Conjuration 9) | Rudra | Eyes (3) | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
No recruitable access.
5 can Summon Rudra, which has
3.
No recruitable access.
4
1 can cast Faerie Court in Cold and have a 1 in 2 chance of
2. It can also cast Faerie Court not in Cold and have a 1 in 3 chance of
2.
2 can Summon Vidyadhara, which has
1.
3 can Summon Kinnara, which has
2.
4 can Summon Siddha, which has
2.
5 can Summon Devata, Summon Devala, or Summon Rudra, all of which have
3.
4 Yakshini (~1 in 5) starts high up in
Water.
4 Yaksha (~1 in 5), with a
Nature booster, can create The Tome of Gaia.
Ascending
Astral with EA Kailasa while minimizing empowerment is complicated. Between a
2 Guru and a
1 Yaksha (1 in 5), they can create a variety of boosters and work their way up the path. The Guru can make a Starshine Skullcap and then the unique Dimensional Rod. Without the Dimensional Rod, empowerment is necessary on the Yaksha to get the Coin of Meteoritic Iron.
Glamour boosters may help the Yaksha create the unique The Trapped Dreams of Hruvur. Similar with
Earth and the unique Atlas of Creation.
EA Kailasa can't easily forge The Copper Arm or Abominable Arms.
No recruitable access.
4
1 can cast Faerie Court in Cold and have a 1 in 2 chance of
2. Also, Summon Fay Prince in Cold to get
1.
3 can cast Forest Troll Tribe to get at least
1.
5 can Summon Rudra, which has
3.
2 Yaksha (1 in 5) can get the unique The Tome of Gaia. With two
Nature boosters, an
Astral Yaksha can forge a Moonvine Bracelet.
EA Kailasa can't easily forge The Copper Arm or Abominable Arms.
2 Yaksha (1 in 5) will need to be empowered to
3 to get a Gossamer Veil and a Mirage Crystal. With enough
Glamour and
Astral boosters on a different,
Astral random Yaksha, it can create the unique The Trapped Dreams of Hruvur.
No native access except for the hero, Devasura - Fallen.
5 for Awaken Treelord gives a 1 in 3 chance of
1.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.