{{ :nations:flags:ma_vanarus.png?nolink|}} ====== MA Vanarus, Land of the Chuds ====== ===== Lore ===== //"Vanarus was partly conceived during the development of Dominions 3. Hints were included in the descriptions of Bogarus, but I never got around to finishing it. \\ \\ Vanarus is the predecessor of Bogarus. It is a nation of ruling Vanir that have subjugated and intermingled themselves with the previous rulers of the land. Kievan Rus' is one of the sources here, but I've also used the Chudes, a people that appears in the myths of various peoples from the eastern Baltic seaboard. I haven't found very much on the Chuds, so they are mostly my creation. The "Pine of Skulls," shape-shifting and shamanic bear cult practices fit the nation. These features, as well as the Thunder Priests mentioned in the descriptions of the nation appear in Rus, the early version of the nation.\\ \\ I wanted the national troops of the nation to reflect the change from the earlier era to the late Bogarus. Versatile Vanarusian sages are slowly replacing the mighty Vanir and will eventually develop into the Starets and mages of the late era. "// --Illwinter \\ \\ When the Vanir entered the land of Rus in between the Early & Middle Ages, they were simply exploring & looking to trade. However, conflict between them and the local Humans & Chuds over a sacred site spiraled into war. The Vanir won the initial battles, founding the city of Novgård at that site. When the Humans & Chudes allied to push the Vanir back into the sea, the Vanir subdued the Humans with their illusions & superior strength, forcing the Chudes to fight the Humans as well. Then came the Black Knights of Ulm, who were certainly there to conquer. In the face of a greater threat, Novgård & Rus rallied together, defeating the Ulmic invasion. From there, the Kingdom of Vanarus was formed, led by the precious few Vanir that were remaining. As a result of this chaotic period, the Chudes had fallen behind the Humans in terms of numbers, but they still held a bit of their former prestige. ===== General Overview ===== FIXME Vanarus trades Astral for Water and Death, and its Skinshifters of old have been lost their sacred status in favor of the nation's few "true" elves. Compared to the Early Ages, most of Vanarus's troops have fallen behind in edge, while the magic spread has somehow gotten even more awkward. Still, you have a wide toolkit you can use to address most problems that come your way, especially once you get your hands on a forest or two. The bear-worshiping humans and the Elves of Vanheim combined to make a more Rus with better Stealth raiders with better access to Blood and Death. =====National Features===== ^ Race ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | {{:misc:scales:cold.png?14&nolink}} Prefers Cold 2 \\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]]\\ **Humans** \\ {{:abilities:Resist_cold.png?20&nolink}} [[Cold Resistance]] (3)\\ **Chudes** \\ {{:abilities:Resist_cold.png?20&nolink}} [[Cold Resistance]] (5)\\ Above Human HP, Attack Skill, Strength, and MR\\ **Vanir** \\ {{:abilities:Resist_cold.png?20&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:glamour.png?20&nolink}} [[Glamour]]\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (65) | All Infantry \\ Berserkers \\ Large Skinshifters \\ Sacred Elves \\ Lousy Range | {{path>A3}} (rare 4) \\ {{path>D2}} (rare 3) \\ {{path>B2}} (rare 3) \\ {{path>F2}} \\ {{path>W2}} \\ {{path>N2}} \\ {{path>E1}} \\ **National Summons**\\ {{path>A2S2}} (Requires {{path>S3}})\\ {{path>A2S1N3}} (Requires {{path>N4}} )\\ {{path>A2W1E2N4}} (Requires {{path>N6}})\\ {{path>A3S1N2}} (Requires {{path>A4}}) \\ {{path>W1D1}} (Requires {{path>W1D1}})\\ {{path>W3N1}} (Requires {{path>W2}})\\ {{path>W3E1N2}} (Requires {{path>W3E1}}) | Average ({{path>H2}}) \\ {{:abilities:stealth.png?15&nolink}} Stealthy \\ Summonable {{path>H3}} (Requires {{path>S2}}) \\ Can perform blood sacrifices | {{:misc:gui:castle.png?20&nolink}} Standard Forts \\ Forest Wizards & Witches | ==== Capital Special Sites ==== ^ Novgård ^ Pine of Skulls ^ | * Enables recruitment of **??Oath-Bound??** {{:nations:ma:vanarus:oath-bound.png?nolink}}\\ * Enables recruitment of **??Vanabog??s** {{:nations:ma:vanarus:vanabog.png?nolink}}\\ * Produces 2 {{:misc:magic:airgem.png?nolink}} per month\\ * Produces 1 {{:misc:magic:firegem.png?nolink}} per month | * Enable recruitment of **??Chud Skinshifter??s** {{:nations:ma:vanarus:chud_skinshifter.png?nolink}}\\ * Produces 1 {{:misc:magic:naturegem.png?nolink}} per month\\ * Produces 1 {{:misc:magic:deathgem.png?nolink}} per month | ===== Notable Units ===== Your nation is made up of common human Rus, having {{:abilities:Resist_cold.png?20&nolink}}[[cold Resistance]] (3) which grants them immunity to [[chill Aura]]s combined with most foot troops having {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]], lets them scert by most downsides of being a cold nation. ==== Commanders ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ma:vanarus:scout.png?30&nolink}} | **??Scout#2353??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]](60)\\ {{:abilities:Resist_cold.png?20&nolink}}[[cold Resistance]] (3) \\ {{:abilities:mountain_survival.png?15&nolink}} [[mountain survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest survival]]\\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]]\\ | Scout that can move unimpeded through the cold. | | {{:nations:ma:vanarus:Vanarusian_Herse.png?30&nolink}} | **??Vanarusian Herse??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 22 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:Resist_cold.png?20&nolink}}[[cold Resistance]] (3) \\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]]\\ | Cheap commander, faster than independent commanders in cold. | | {{:nations:ma:vanarus:Vanarusian_Gode.png?30&nolink}} | **??Vanarusian Gode??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 3\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{path>H1}} \\ {{:abilities:sacred.png?20&nolink}}[[sacred]] \\ {{:abilities:Resist_cold.png?20&nolink}}[[cold Resistance]] (3) \\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]]\\ | Cheap priests. Can bless contingents of non-stealthing ??Oath-Bound??. | | {{:nations:ma:vanarus:Vanarusian_Jarl.png?30&nolink}} | **??Vanarusian Jarl??**\\ {{:misc:gui:gold.png?15&nolink}} 90\\ {{:misc:gui:resources.png?15&nolink}} 13\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:sacred.png?20&nolink}}[[sacred]] \\ {{:abilities:Resist_cold.png?20&nolink}}[[cold Resistance]] (3) \\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]]\\ | Bigger 80ld leader. \\ The Chud Jarl is 30 more gold to be a warrior priest with better stats. \\ \\ The Chud's higher Magic Resistance and Morale prevents an army from crumbling by sniping him. | | {{:nations:ma:vanarus:chud_jarl.png?30&nolink}} | **??Chud Jarl??**\\ {{:misc:gui:gold.png?15&nolink}} 120\\ {{:misc:gui:resources.png?15&nolink}} 13\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{path>H1}} \\ {{:abilities:sacred.png?20&nolink}}[[sacred]] \\ {{:abilities:Resist_cold.png?20&nolink}}[[cold Resistance]] (5) \\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]]\\ | ::: | | {{:nations:ma:vanarus:Vyedma.png?30&nolink}} | **??Vyedma??**\\ {{:misc:gui:gold.png?15&nolink}} 135\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:forest.png?20&nolink}} Forest Rec Only | {{path>W1E1N1,100%FAWN}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:stealthy.png?15&nolink}}[[stealthy]] (40) \\ {{:abilities:Resist_cold.png?20&nolink}}[[cold Resistance]] (3) \\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]] \\ {{:abilities:supply_bonus.png?20&nolink}}[[supply Bonus]] (10) \\ {{:abilities:inept_researcher.png?20&nolink}}[[inept researcher]] (2)\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest survival]]\\ [[Female]] | The mages from the forests (even without a fort) with a wide path spread like the ??Imperial Alchemist?? of [[t-ien-ch-i-ma#MA T'ien Ch'i]], but are cheaper and not cap only. \\ Their stealth allows for sneak attacks. \\ They start with 1 in Earth and Nature, with 1 in 4 getting Nature 2 that can be boosted to {{path>N3}} or 4 in combat with ??Strength of Gaia?? and ??Thistle Mace??. \\ \\ Vyedma is the cheaper of the two and starts with 1 path in water. Gives you a 1 in 4 chance for {{path>W2}}. Even if you don't get that random, she is still a water mage by giving her boosters (??Water Bracelet??) and gems. She is a guaranteed water fluffer: ??Mossbody??, ??Quickness??. \\ Only needs a ??Thistle Mace?? in hand to cast ??Foul Vapors??, and the person to turn to for ??Bone Melter??. \\ \\ The Vyedun can be more important, starting with both fire and air instead of water. 3 in 4 are level 2 in a path (Fire, Air, or Nature). Has easier access to cross evocations like ??Sulphur Haze?? and ??Magma Eruption??. \\ \\ Both can potentially do cross evocations such as ??Geyser??, ??Freezing Mist??, ??Acid Rain??.| | {{:nations:ma:vanarus:Vyedun.png?30&nolink}} | **??Vyedun??**\\ {{:misc:gui:gold.png?15&nolink}} 155\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:forest.png?20&nolink}} Forest Rec Only | {{path>F1A1E1N1,100%FAWN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:stealthy.png?15&nolink}}[[stealthy]] (40) \\ {{:abilities:Resist_cold.png?20&nolink}}[[cold Resistance]] (3) \\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]] \\ {{:abilities:supply_bonus.png?20&nolink}}[[supply Bonus]] (10) \\ {{:abilities:inept_researcher.png?20&nolink}}[[inept researcher]] (2)\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest survival]] | ::: | | {{:nations:ma:vanarus:Vanarusian_sage.png?30&nolink}} | **??Vanarusian Sage??**\\ {{:misc:gui:gold.png?15&nolink}} 165\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>A1,100%FAEN,100%ADB}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:Resist_cold.png?20&nolink}}[[cold Resistance]] (3) \\ {{:abilities:adept_researcher.png?20&nolink}}[[adept researcher]] (4) \\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]]\\ | Your fast researchers who get a large spread of different paths. Their first random is of the old Rus magic, while the second comes from the Vanir. Most of the crosspaths they don't get are covered by the forest mages or ??Vanabog??s. \\ \\ Many are air 2 mages, few are even {{path>A3}} for casting ??Storm?? and more. Few are Fire/Death that can decay the enemy. \\ \\ Though not cheap, 1 in 3 are blood mages for [[blood hunting]] and create [[communions]] which makes better use of their paths later in the game. | | {{:nations:ma:vanarus:Vanabog.png?30&nolink}} | **??Vanabog??**\\ {{:misc:gui:gold.png?15&nolink}} 335\\ {{:misc:gui:resources.png?15&nolink}} 20 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>A2D1B1H2,100%FADB,10%FADB}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?20&nolink}}[[sacred]] \\ {{:abilities:glamour.png?20&nolink}}[[glamour]] \\ {{:abilities:stealthy.png?15&nolink}}[[stealthy]] (65) \\ [[Mounted]] | Like many in the Van lines, he is your Viking Elf Lord Thug and master of Air, Death and Blood.\\ If he is not raiding enemy lands, he is back home, forging, Raising Undead, or summoning Demons. \\ \\ In combat that Glamour and ability to ??Cloud Trapeze?? allows for surprise raids. \\ \\ Air is known for its thugging power, access to Fire and ??Skull of Fire?? also allows for army wipe evocations, ??Fire Shield??, ??Phoenix Pyre?? and Bane Fire. The death randoms also spam undead and conjure ??Wailing Winds?? by spending an extra [[gems#gem]] with a ??Skull Staff??. | ==== Troops ==== FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear. ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ma:vanarus:Vanarusian_archer.png?nolink}} | **??Vanarusian Archer??** \\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] | Men with short bows. Vanarus has easy access to ??Wind Guide?? and moderately easy access to ??Flaming Arrows?? from ??Vyedun??, making cheap archers a possible target for these buffs (alongside the many javelins Vanarus also has). | | {{:nations:ma:vanarus:Vanarusian_Huskarl.png?nolink}} | **??Vanarusian Huskarl??** \\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 12 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] | Cheap humans with javelins.\\ The spear is more defensive while the axe does more damage. | | {{:nations:ma:vanarus:Vanarusian_Huskarl_2.png?nolink}} | **??Vanarusian Huskarl#2345??** \\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 12 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] | ::: | | {{:nations:ma:vanarus:Vanarusian_Hirdman.png?nolink}} | **??Vanarusian Hirdman??** \\ {{:misc:gui:gold.png?15&nolink}} 12\\ {{:misc:gui:resources.png?15&nolink}} 17 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14 | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] | Upgrade on Huskarls with better armor, morale, attack skill and defense skill. | | {{:nations:ma:vanarus:Vanarusian_Hirdman_2.png?nolink}} | **??Vanarusian Hirdman#2347??** \\ {{:misc:gui:gold.png?15&nolink}} 12\\ {{:misc:gui:resources.png?15&nolink}} 17 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14 | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] | ::: | | {{:nations:ma:vanarus:Vanarusian_Hirdman_3.png?nolink}} | **??Vanarusian Hirdman#2348??** \\ {{:misc:gui:gold.png?15&nolink}} 12\\ {{:misc:gui:resources.png?15&nolink}} 19 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14 | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] | Hirdman with greater Attack and Defense skill. More balanced in offensive and defensive capabilities compared to the other two Hirdmen. | | {{:nations:ma:vanarus:Vanarusian_Berserker.png?nolink}} | **??Vanarusian Berserker??** \\ {{:misc:gui:gold.png?15&nolink}} 15\\ {{:misc:gui:resources.png?15&nolink}} 17 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21 | {{:abilities:ambidextrous.png?15&nolink}} [[ambidextrous]] (1)\\ {{:abilities:berserker.png?15&nolink}} [[berserker]] (2)\\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] | Your DPS guy, being an armored Berserker with a sword and an axe.\\ Doesn't get that shield prot but benefits when mixed in with shielded infantry for survivability while helping them grind down the enemy. \\ Their faster movement means that they should still be behind a shieldwall so that they don't run past them. | | {{:nations:ma:vanarus:chud_hirdman.png?nolink}} | **??Chud Hirdman??** \\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 21 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 28 | {{:abilities:ambidextrous.png?20&nolink}} [[ambidextrous]] (2)\\ {{:abilities:berserker.png?20&nolink}} [[berserker]] (2)\\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:snow_move.png?20&nolink}} [[Snow Move]] | Successors of the ??Chud Berserker??s. Higher stats and protection than the ??Vanarusian Berserker??.\\ They make expansion easier, though are a bit pricey. Will likely slow down the armies they are with. | | {{:nations:ma:vanarus:Oath-bound.png?30&nolink}} | **??Oath-Bound??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 22 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 25\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?20&nolink}}[[sacred]] \\ {{:abilities:bodyguard.png?20&nolink}} [[bodyguard]](3) \\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:glamour.png?20&nolink}}[[glamour]] \\ {{:abilities:stealthy.png?15&nolink}}[[stealthy]] (65) \\ {{:abilities:snow_move.png?20&nolink}} [[Snow Move]] | Sacred Elfs going sword and board. Are Hard to kill. Also useful for protecting your mages. \\ As expanders, they will take fewer casualties than Chuds while being able to take a blessing. Like the ??Chud Hirdman??, they are slow on the march. | | {{:nations:ma:vanarus:chud_skinshifter.png?nolink}} | **??Chud Skinshifter#2352??** \\ {{gold}} 40 \\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 33 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] \\ {{:abilities:berserker.png?15&nolink}}[[Berserker]] (+1)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] \\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]] \\ [[Wounded Shape]]: (??Werebear#2351??) | Like the EA Skinshifter but suffers that standard demystifying, losing its sacred status and has a weaker Berserk.\\ Now cheaper buying cost, don't have to create a blessing for them, but higher upkeep. \\ \\ Still needs support even though they hit hard and get more HP in bear form. \\ Benefits greatly from casting ??Regeneration??, but their lack of protection makes them more of a tool to be used carefully against tough enemies. | ==== Heroes ==== FIXME any breakout hits that might sway someone towards luck or away from it ? ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ma:vanarus:Last_perkunu.png?30&nolink}} | **??Old Bear Thunder - Last Perkunu??** \\ Turn Arrival Limit: 5 | {{path>A4S1N3H1}} {{:misc:gui:research.png?15&nolink}}13 \\ {{:abilities:sacred.png?15&nolink}}[[Sacred]] \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]](5)\\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]](5)\\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (22) \\ {{:abilities:shapechanger.png?15&nolink}} [[Shape Changer]]: (??Werebear#3256??) \\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]]\\ {{:abilities:inept_researcher.png?20&nolink}}[[inept researcher]] (8) \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] \\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]]\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (30)\\ Summon in battle: (??Great Bear#3258??) | Your break into high air magic. Also brings astral and ??Moonvine Bracelet??s to the table. | | {{:nations:ma:vanarus:Varyag.png?30&nolink}} | **??Yngvar - Varyag??** \\ Turn Arrival Limit: 15 | {{path>A2D1H1}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}}[[sacred]] \\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]](3)\\ {{:abilities:inspirational.png?20&nolink}}[[inspirational]](1)\\ {{:abilities:glamour.png?20&nolink}}[[glamour]] \\ {{:abilities:stealthy.png?15&nolink}}[[stealthy]] (65) | Mini-Vanabog without horse. Always brings with him 3d6 ??Oath-Bound??s once as an event. | | {{:nations:ea:rus:hag.png?30&nolink}} | **??Baba Yaga - Hag??** \\ Turn Arrival Limit: 20 | {{path>A3W1D3N2}} {{:misc:gui:research.png?15&nolink}}23\\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (15)\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (5) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (8) \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (20) | Fills two holes in your Magic Path lineup, Water & High level Death with a ??Skull Staff??, both of which are not particularly easy for Vanarus to fill. | ===== Magic ===== === Reserch priorties === *Conjuration: Powers, Elementals, ??Awaken Draugar??, ??Howl??, ??Send Vodyanoy??, ??Contact Gamayun??, ??Summon Mound Fiend??, ??Magic Duel?? *Alteration: ??Mistform??, ??Immolation??, ??Mossbody??, ??Windguid??, ??Incinerate??, ??Manifest Vitriol??, ??Soul Vortex??, ??Frozen Heart??. ??Battle Fortune?? *Evocation: ??Geyser??, ??Sulphur Haze??, ??Fireball??, ??Shadow Bolt??/??Shadow Blast??, ??Thunder Strike??, ??Storm??, ??Falling Frost??, ??Wailing Winds??, ??Rain of Stones??, ??Astral Geyser??. *Construction: ??Corpse Man Construction??, Research items *Enchantment: ??Claymen??, ??Regeneration??, ??Flaming Arrows??, ??Foul Vapors??, ??Ziz??, ??Reanimate Archers??, ??Antimagic??, *Thaumaturgy: ??Terror??, ??Raging Hearts??, Gamayun spells: (Communion, ??Mind Burn??, ??Paralyze??, ??Soul Slay??.) *Blood: Demon summons ==== Magic Access ==== Blood is less about boosters and more about how many blood slaves you can gather so you can empower. Vanarus doesn't have cost-efficient blood hunters so that's a negative. A good way to start nationally is with a {{path>B2}} ??Vanabog??, empower until {{path>B4}} so he can make the boosters and the ??Robe of the Magi?? to boost other paths, though blood is likely already on your pretender. ??Vanarusian Sage??s can make the ??Armor of Twisting Thorns?? with some help. Fire naturally peaks at {{path>F2}} but ??Vanabog?? and sages can forge ??Skull of Fire??, to then summon ??Flame Spirit??s to then forge ??Flame Helmet??s end ending with a Fire King sitting at {{path>F7}}. If the Last Perkunu arrives or a ??Vanabog?? is empowered, you can make ??Winged Helmet??s and then ??Bag of Winds?? for {{path>A7}} Storm queens. in combat a ??Vanabog?? with gems can turn your {{path>A2}} mages into ??Thunder Strike??rs with ??Storm??. Water is easy to boost with a ??Vyedma?? summon a ??Vodyanoy?? or Beregina. then use ??Water Bracelet?? and ??Robe of the Sea?? to make her {{path>W5}} to summon a water queen. Earth access is limited to {{path>E1}} on ??Vyedun??/??Vyedma??, or {{path>E1B1}} on ??Vanarusian Sage??s for earth sabbaths. If you can grease the wheels with some gems or a pretender, you can create ??Earth Boots?? and ??Blood Stone?? to make a recruitable mage {{path>E4}} in combat, but more likely to also spend Earth gems on ??Troll King??s, Earth Kings, and ??Father Illearth??. Astral is not a native path but if you have a {{path>S2}} you get ??Gamayun??. Give her a ??Starshine Skullcap?? to make her {{path>S3}} and she can replicate. You get a ??Vanabog?? with ??Skull Staff?? for {{path>D3}} unless Baba Yaga shows her face, then we get into ??Lich??es. We get {{path>N3}} on a forest mage with a ??Thistle Mace?? and {{path>N4}} in combat (??Strength of Gaia??). To go higher we need the Last Perkunu, or a ??Cloud Vila?? to make a ??Moonvine Bracelet?? to make a ??Treelord's Staff??. This gets you a ??Leshiy??. If you want to go absurdly high, get ??The Copper Arm?? to equip him with all the boosters so he is {{path>N8}}. Vanarus has access to the following paths for the purposes of rituals: **Elements** * {{path>F2}} on ??Vyedun??s, {{path>F7}} via ??Skull of Fire?? (??Vanarusian Sage??/??Vanabog??), ??Flame Helmet?? (??Flame Spirit??), [[Elemental Royalty#kings of Elemental fire|King of Elemental fire]] (expensive!) * {{path>A3}} on ??Vanabog??s or ??Vanarusian Sage??s, {{path>A7}} via ??Winged Helmet?? ([[empowerment]]), ??Bag of Winds?? and [[Elemental Royalty#Queens of Elemental Air|Queen of Elemental Air]] (expensive!) * {{path>W2}} on ??Vyedma??s, {{path>W7}} via ??Water Bracelet??, ??Robe of the Sea??, ??Vodyanoy??, [[Elemental Royalty#Queens of Elemental Water|Queen of Elemental water]] * {{path>E1}} on ??Vanarusian Sage??s, ??Vyedma??s or ??Vyedun??s, {{path>E6}} via ??Earth Boots?? and ??Blood Stone?? ([[empowerment]]), ??Troll King?? and [[Elemental Royalty#Kings of Elemental Earth|King of Elemental Earth]] (expensive!) **Sorceries** * No {{misc:magic:astral.png?14&nolink}} astral magic, {{path>S3}} via {{path>S2}} (indie, pretender, [[empowerment]]) ??Starshine Skullcap?? on ??Gamayun??. * {{path>D2}} on ??Vanabog??s, {{path>D3}} via a ??Skull Staff??, {{path>D5}} via a ??Skull Staff??, ??Baba Yaga - Hag?? ([[empowerment]]), ??Skullface?? on ??Lich?? (expensive!) * {{path>N2}} on ??Vyedma??s or ??Vyedun??s, {{path>N8}} via ??Thistle Mace??, ??Moonvine Bracelet?? (??Cloud Vila?? or ??Mountain Vila??), ??Treelord's Staff??, ??The Copper Arm?? on ??Leshiy?? (expensive!) * {{path>B2}} on ??Vanabog??s, as much {{misc:magic:blood.png?14&nolink}}blood as required via empowering and boosters. ==== National Spells ==== FIXME**national spell or summon** cost and usecase, judgment if it's good. fix from Rus One of Rus's selling points is its sheer amount of exclusive summons. ***??Summon Simargl??** Conjure 2, {{path>A1}} {{gems>1A}}, ({{:nations:ea:rus:Simargl.png?nolink}} ??Simargl??x1). Too slow if your trying to amass a flying fores but fine as Patrol chaff. You have the air mages but Air gems are also precious, especially when you access better summons now. ***??Summon Firebird??** Conjure 3, {{path>F1S1}} {{gems>2F}}, ({{:nations:ea:rus:firebird.png?nolink}} ??Firebird??x1) hard to use as Vanarus don't have Astral mages but if you get an influx of astral gems, empower and be spamming for the influx of lucky events in your fort, especially since they also something Siegers should mess with. ***??Sloth of Bears??** Conjure 3, {{path>N2}} {{gems>8N}}, ({{:nations:ea:rus:Great_bear.png?nolink}} ??Great Bear??x10 + [lv]) Summon more bears for Sieges but not soo good in combate. ***??Contact Sirin??** Conjure 3, {{path>S2}} {{gems>8S}}, ({{:nations:ea:rus:sirin.png?nolink}} ??Sirin??) if you run into a big astral indie, A way to steal Male Commanders. If that doesn't work, giving them ??Handful of Acorns?? and some other weapon that can be used in the misc slot like ??The Pebble Pouch?? can dispatch a variety of problems ***??Summon Likho??** Conjure 4, {{path>D1}} {{gems>10D}}, ({{:nations:ea:rus:likho.png?nolink}} ??Likho??) Summon and let her sit in a eneimy Provence to cause annoyances. ***??Awaken Draugar??** Conjure 4, {{path>D2}} {{gems>12D}}, ({{:nations:ma:vanarus:Draug.png?nolink}} ??Draug??x3) They are undead with a [[chill aura]] and [[fear]] and hit harder when on their last legs. They are comparable to ??Wight??s, with Draugar being better equipped to win the grind game. ***??Contact Alkonost??** Conjure 4, {{path>S2}} {{gems>15S}}, ({{:nations:ea:rus:alkonost.png?nolink}} ??Alkonost??) Summable by Gamayun, they are Flying Greater Priest, leader, and Throne Claimer. Decent alround Utiltiy. ***??Summon Rusalka??** Conjure 4, {{path>W1D1}} {{gems>16W}}, ({{:nations:ea:rus:Rusalka.png?nolink}} ??Rusalka??) Hard for MA to use. Create more Low-level Death mages with water gems and a way to expand underwater. Can kill most things with a ??Water Lens?? Summon a ??Water Elemental?? and then spam skeletons until the assassination target is dead. ***??Send Vodyanoy??** Conjure 4, {{path>W2}} {{gems>20W}}, ({{:nations:ea:rus:Vodyanoy.png?nolink}} ??Vodyanoy??) only target Sea province. Conjure a Stealthy Water mage underwater. She won't Be Establishing a foothold underwater by herself and without gems, but she can raid if you had already created a foothold down there. Is A means of fighting a water war if the ocean nations had failed to conquer most of the independents. They are also will climb water magic for you, getting you into Water Queens and ??Naiad??s \\ ***??Send Lady Midday??** Conjure 5, {{path>A1D1}} {{gems>10A}}, ({{:nations:ea:rus:Lady_Midday.png?nolink}} ??Lady Midday??) Basically summons a weak ??Disease Demon??. Is Very fragle. ***??Summon Zmey??** Conjure 5, {{path>F2}} {{gems>5F}}, ({{:nations:ea:rus:Zmey.png?nolink}} ??Zmey??x1) Cool 3 headed Dragon but held back by the fact its a reptile and all of Rus's line is a cold nation. May be ok if taking a Hellbless or fighting in hot lands. Lead them with a Alkonost. ***??Contact Gamayun??** Conjure 5, {{path>S3}} {{gems>25S}}, ({{:nations:ea:rus:Gamayun.png?nolink}} ??Gamayun??) Get a Flying Air and Astral mage. Very mobile with Fly and ??Cloud Trapeze?? to support your army with ??Paralyze?? and ??Mind Burn??. If you have Astral on your pretender, summon one then put a ??Skullshine Skullcap?? and put her in charge of summoning more. ***??Send Bukavac??** Conjure 5, {{path>W4}} {{gems>5W}}, ({{:nations:ea:rus:Bukavac.png?nolink}} ??Bukavac??) only target Sea province. They are very hard to deal with especially if your having a bunch of Vodyanoy sends several aginst one providence. These are Giant Trampler that will clear out Fishman settlement and many of their armies. ***??Contact Beregina??** Conjure 6, {{path>W3E1}} {{gems>35W}}, ({{:nations:ea:rus:Beregina.png?nolink}} ??Beregina??) a amphibious Water mage with nature support spells and may to take a decently sized force underwater. the Middle age have the easest time summoning them. ***??Contact Cloud Vila??** Conjure 7, {{path>A4}} {{gems>40A}}, ({{:nations:ea:rus:Cloud_Vila.png?nolink}} ??Cloud Vila??) Mountain and borders only. Take a Perkunu and make it a flying true Healer instead of a Werebear. You could be spending those Air gems to work towards Air Queens while having an easier time summoning Mountain Vilas. ***??Contact Mountain Vila??** Conjure 7, {{path>N4}} {{gems>40N}}, ({{:nations:ea:rus:Mountain_Vila.png?nolink}} ??Mountain Vila??) Mountain and borders only. Nature Air communioning, True Healer 2 mage comes prepage with a ??Vine Bow?? for going off-script. Mix of ??Faery Queen?? and ??Ivy King??, those too expensive to use recklessly. if you only need a generally strong nature mage, an Ivy King is far more resilient for cheaper. ***??Contact Leshiy??** Conjure 8, {{path>N6}} {{gems>60N}}, ({{:nations:ea:rus:Leshiy.png?nolink}} ??Leshiy?? ??Leshiy#1950??) Forest only. Takes a lot of climbing to get a nature mage that can be potalty {{path>N7}} while in forests. Only get so someone, not your pretender can hold up ??Gift of Health?? or ??Enchanted Forests?? ====Notable Generic Magic==== ===Combat Magic=== Get Sages and Forest mages with wide path spreads, Lots of air, thug elf on horses, some Sabbath mages, some good summable mages in Gamayun. the Vyedma and Vyedun are your mass-produced mages, grabbing a lot of them to focus on an Elemental or Nature of spells. while your fort sages perform a similar role with the exception of blood randomness. \\ with boosters and gems, they mass evocation and fluffing. Chaffing with Elementals or ??Swarm??, and Sages can Skilly spam with a staff. \\ If you don't have ??Earth Boots?? a gem to ??Summon Earthpower?? lets your forest mages fluff your troops' strength and protection. Some sages create Sabbaths with Blood and air being the main paths that course the least fatigue on the slaves, with Fire, Nature, and Earth also boosted on the master to cast big spells like ??Rain of Stones?? and ??Sulphur Haze??, ??Purify Blood??. Vanabog is your recruitable magic powerhouse when not currently used as a thug. They put up ??Storm?? so your plentiful air mages become {{path>A2}}s, and {{path>A3}}s. THough you don't have native astral the ??Gamayun?? should not be discounted as they can be just as hard to nail down as Vanabog, casting Astral spells like ??Soul Slay?? and also calling down Lighting. A tactic in the late middlegame is during a big battle is ??Blood Rain?? and ??Wailing Winds?? to moral route mortal units. ===Ritual Magic=== You Have many National Summons. Your are one of the few nations to benefit from ??Summon Flame Spirit?? as your evocator and ??Raging Hearts??. Having a Van, makes use of ??Cloud Trapeze??. with ??Aupex?? to boost your precious air gem income. Vanarus gets lots of way to invade underwater, Getting underwater mages, and raid with ??Send Bukavac??. Also spend water gems on ??Clayman?? and ??Green Lion??s for troops. You don't have astral in forts but ??Contact Gamayun?? gets you flying Air astral mages to summon more ??Gamayun??s for {{gems>25S}}. Gamayun can conjure ??Alkonost?? for throne claimers. You do have good death even before Baba Yaga. ??Corpse Construct?? and ??Draug?? for chaff. ??Londead Archer??s to pain someone when you have ??Wind Guide??. ??Ziz?? to siege ??Mound Fiend?? for more undead chaff. At higher death ??Wraith Lord??s is logical with your normal research priorities. some sages get crossed with Earth and Nature, but your best blood is crossing it with air. With ??Storm Demon??s and messing up capitals with ??Wrath of Pazuzu??. ====Magic Items==== Gets lots of crosspaths for forging. Can make ??Kithaironic Lion Pelt?? to protect a mage's head and chest. Is recommended to find a way to get ??Earth Boots?? so you can get more {{path>E2}}. Your do have fast researchers, boosted by ??Owl Quill??s, ??Skull Mentor?? and ??Lightless Lantern?? With 2 boosters you can make important ??Rune Smasher??s. Though not native making ??Spell Focus?? and ??Eye of the Void?? combined with a Rune Smasher grants High Magic penetration on a mage. ??Lantern Shield?? is an interesting item giving your elf thug get an entourage of ??Corpse Candle??s and grants fear which pairs well with the van's hard-to-hit nature. Mass produce ??Corpse Construct?? with ??Lightning Rod?? and ??Storm Spool?? =====Strategy===== ====Power Curve==== //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.// ====Expansion Strategies==== //List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.// ====Example Pretender Builds==== //List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.// **Deives of the Sun**: awake, Order 3, Growth scales, above average dominion strength, Blood 3 at least, the rest may vary, but normally take Heat 1, Misfortune 1, Magic 0 or lower. The idea is to start blood hunting early, in order to start producing Soul Contracts early and en masse. Deives of the Sun reduces unrest in her province by 10 per turn without population loss, so does your Order 3 scales and good dominion candles. She also produces 2 fire gems per turn, in addition to the "free" blood slaves thanks to unrest reduction, which creates a significant discount towards forging Soul Contracts or towards empowering other commanders in Fire/Blood. Growth scales should offset population loss from blood hunting/patrolling, although the intention of this build is to patrol as little as possible. Vanabogs can have Death 2 or 3, meaning they can lead a lot of Devils. Vanabogs also can have Blood 2 or 3, as well as Fire 1, making them into good blood hunters or Soul Contract producers in the latter case. Chud Skinshifters can handle the early expansion. Since you will be using Chud Skinshifters and then Devils, a bless is not necessary. =====See More===== [[vanarus-guide| Reinc's Vanarus Guide (WIP)]] {{template>nationindex}} {{tag>nation stub ma-nation}}