Mongala
Mongala
Mongala
Spheres of Influence:
Major: Sky, Earth, Spirit
Minor: Moon, Sun, Plant
Primary Deity: Tengri
Minor Deities: Yer-Sub, Koyash, Ai, Erlik
Holy Symbol: Kuk-Tengri (The Blue Sky)
Representative Animal: Pegasus
Representative Weapon: Bow
Description: Tengri is the primary deity of the Mongala people. Tengri is the God of the
sky, and, in Mangubageesh, sky and Tengri are the same word. Yer-Sub is the goddess of the
Earth and the single wife of Tengri. They have two children: Koyash and Ai. Koyash is the son,
and the god of the sun. His sister Ai, is the goddess of the moon. Each have their own child.
The daughter of Koyash is Fire, and the son of Ai is Rain. Thus the direct family is Tengri and
Yer-Sub at the top, Koyash and Ai in the middle, and Rain and Fire at the bottom.
There are four zones in the Mongala faith. The first zone is the spirit zone, inhabited by
Tengri. The next zone is the physical zone, home of Yer-Sub. The Mid zone operates as the
dividing line between the Spiritual and Physical zones, and is inhabited by Koyash and Ai. The
Mid zone is not one clear line, but a divide in constant motion between the father and the
mother. Thus the separation between the Physical and Spiritual varies from day to day pending
on the seasons. The final zone is the under world, inhabited by only one being, Erlik.
Tengri had one child that was not birthed from Yer-Sub, Erlik. Erlik is the son of Tengri
and Umai, the Goddess of spirit. Erlik was raised with Koyash and Ai in the Mid zone, but Erlik
was clearly different from his half-siblings because he lacked their radiating beauty. For this
reason, he was shunned by his siblings. Erlik fled the mid zone between the physical and
spiritual realms where his half-siblings lived and returned to Yer-Sub. After his fall to the
physical zone, Erlik learned his true blood relations and became enraged. Erlik fled deep into
the physical zone in his fit of anger and established his own zone. This zone is referred to as the
underworld. The underworld is believed to be incredibly hot as it is fueled by Erlik's infinite rage.
All life is a combination of physical and spiritual forces. Yer-Sub provides us with a body
from her great composition, but this body is an empty shell until Tengri gives it a soul. When we
die, the Earth devours our body, and our souls return to Tengri.
The Kuk-Tengri, or blue sky, is the holy symbol of Tengri. The Kuk-Tengri is a blue circle
with four dots, one to represent each god in the Mongala faith. The colors are white, deep blue,
black, and yellow.
Horses are revered in Mongala society as they are supposedly the first creation of Yer-
Sub, but the Pegasus is holy above all other creatures. It is believed to be the one creature who
embodies the sky and earth at the same time. Legendary warriors of Tengri were all believed to
have ridden Pegasus. Others have ridden minor pegasuses, and the minor versions are holy as
well, but not held to the same godly standard.
The weapon of Tengri is the bow and arrow. Because Tengri is ultimate he has no
reason for weapons, so he gave this technology to the Mongalas. Each Mongala warrior is
trained in the art of archery, and it is held that arrows are connected to the archer's soul. The
act of shooting an arrow is revered as a ritual all on its own, and both build and drains the soul.
It can best be compared to respiration as breathing inhales and exhales life. Warriors who
achieve greatness are regarded as "Bozkurt" or wolf. Small groups of Bozkurt operate as the
Khan's select military unit in times of war and peace.
The organization of the the Mongala faith is fairly simple. The leader of the church
operates as both the religious and political leader for the whole Mongala people. He is referred
to as Khan, and is the connecting point between Tengri and his followers. Different Khans have
established different organizational systems varying between more and less structured. The
current Khan, Bolgu allows greater freedom in his land by allowing his people to be nomadic, a
traditional state for the area.
Magic is not unknown to the Mongala people. Priests have access to a variety of spiritual
magic, drawing from the different gods. A few have even pursued the art of necromancy through
blessed powers from Erlik, but those who practice this are shunned for denying the cycle
established by the legitimate gods. Wizard magic is, however, totally absent from the culture.
Because of this, the Mongala are fearful of wizards, and may seek to destroy them.
Mangubalisian Priest: Bozkurt
The Bozkurt are the elite warriors of the Mongala. They are masters of stealth and
archery, and are also quite proficient in melee arts. As well as being the physical elite, the
Bozkurt are also spiritually talented, and are gifted with producing priest magic.
Bozkurts serve as the elite military force in Mongala society. Bozkurt are chosen as
children and forged from an early age to become the respected title. It is possible, however, for
a warrior to become a Bozkurt through other means. Though it may seem logical, rarely are
Bozkurt the children of noblemen, but are selected from the poorest communities under the
Khan. Bozkurt are skilled group combatants armed with a plethora of secret formations and
strategies to conquer their foes. Though they are trained to fight in formation, they also have the
skill to operate independently, and are trained in survival skills. This is because Bozkurt are
often sent on solo missions by the Khan, and the independant training also helps if one gets
disconnected from his unit during a group mission. A Bozkurt's role in an adventuring party may
be hard to imagine, but if the goals of the party align with the goal of his quest, then a Bozkurt
will be more than compliant to participate with a party.
Special Prerequisites:
2 levels in fighter/barbarian/ranger
Level Spells
1 Hunters Mark, Entangle
3 Cordon of Arrows, Hunters Veil
5 Conjure Barrage, Meld Into Stone
7 Freedom of Movement, Invisibility
9 Swift Quiver, Conjure Volley
Bonus Proficiencies:
You gain proficiencies with martial melee weapons and the longbow.
Jarlykasyn
Bozkurt must wear their special Jarlykasyn armor, which is equivalent to hide. The armor class
of the armor improves by the Bozkurts proficiency bonus, and can be magically enhanced. The
Jarlykasyn made for each Bozkurt individually and cannot be worn proficiently by anyone other
than the individual Bozkurt.
Formation
If a group of Bozkurt fight in a group, they either gain advantage on all attack rolls, impose
disadvantage on opponents attack rolls, or increase damage by +1/member. While in formation,
Bozkurt act in the same round. The ability of formation must be selected before the any
members first action.
Channel Divinity: Guided Shot
At 2nd level, a Bozkurt may elect to use their channel divinity to perform a guided shot. A
Guided shot has double the attack range, gains advantage to hit, and does bonus damage of
the Bozkurts Wisdom Modifier. The Guided Shot can only be performed by a bow.
Channel Divinity: Realm of Tengri/ Realm of Yer-Sub
Starting at 8th level, a Bozkurt can return creatures from the Elemental Plane of Air to their
plane. This ability functions as turn undead, and can return several creatures all at once. At 16th
level, the Bozkurt can return creatures back to the Elemental Plane of Earth.
Viper in The Grass:
At 20th level, a Bozkurt gains the ability to assault a target without ever becoming discovered. If
the Bozkurt is hidden behind cover, concealed in shadow, or lying in grass, the Bozkurt may
elect to attack a target with their bow and arrow. When they do so, the opponent must make an
Intelligence saving throw (DC20) to identify the general direction of the assault. Passing means
the target is aware of where the arrow generally came from. Failure entails that the target has
no idea where the assault came from. Beyond this, the target has disadvantage on all Wisdom
based saving throws until he feels the threat is over.
Special Equipment: Signal Arrows
Bozkurt are supplied with signal arrows, which whistle when shot. If used to damage, they do
1d4.