Table of Contents

MA Vanarus, Land of the Chuds

Lore

"Imagine cold winters, princes in sable-rimmed cloaks, opulent halls where sinister old men practice vile magics or seduce their masters' wives. Think of Rasputin. Think of orthodox patriarchs and bizarre sect- like movements of religious fanatics living in hiding. Imagine the monsters, heroes and bogatyrs of Russian fairy tales….

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 Chuds, 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

Rus is a land of harsh winters and short summers. When the Vanir arrived the land was inhabited by humans and Chudes, an exalted race of great strength and beauty. The Chudes and the humans had intermingled and neither race dominated the other. The Vanir came as explorers and traders, but conflict over a sacred site led to war. The Vanir were victorious and founded the city of Novgård at the ancient site. The Chudes and the humans of Rus joined causes and tried to drive the Vanir out, but the humans were weak and easily tricked by the illusions and magic of the Vanir. Soon the Chudes found themselves at war with Vanir as well as their former human allies. Then arrived the Black Knights of Ulm. The former conflict between Vanir and Chudes ended as the three peoples of Rus rallied under Novgård to defend their land. When the Ulmic threat was averted, a kingdom had formed under the rulership of the Vanir. Humans comprise most of the Vanarusian population. A large portion are Chudes and a precious few are Vanir. Most of the Vanarusian armies are human infantry. The elites of the kingdom are mighty Chudes and Vanir. The peoples of Vanarus prefer a cold climate.

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 33 (rare 4)
fire 22
water 22
death 22 (rare 3)
nature 22
glamour 22 (rare 3)
blood 22 (rare 3)
earth 11
holy 22
Heroes:
air 33water 11death 33nature 22 (one, turn 20+)
air 44astral 11nature 33holy 11 (one, turn 5+)
air 22death 11glamour 22holy 11 (one)
Summons:
Many summons, getting up to
water 33, earth 22, astral 22, nature 44
Human Medium Infantry
Chud Hirdmen
Chud Skinshifters
Sacred Chud Werebears
Sacred Van Infantry
Cold Resistance (5)
Snow Move
Berserker
Shapechanger/Wounded Form
Standard Forts

Capitol Gems: 1firegem1airgem1naturegem1deathgem1glamourgem
Cold limit: + 1

Prefers Cold Scale + 2

Blood Sacrifice: May blood sacrifice to increase dominion. This ability is not transferred to disciple nations. Disciple nations with this ability can still use it. These nations do not have dying dominion.

If a fella is called a Vanarusian, they're most likely a human. Humans are Size 3 (three-to-a-square) beings, but Rusian humans have put up with snowy weather for generations; they ignore Snow, and have 5 Cold Resistance. Otherwise, they're somewhat-average, though the tribal warriors among them are of a sounder Magic Resistance (10) than most barbarians.

The Chuds are superhumans who live among the Vanarusians. Though a head taller than humans, they are still Size 3. An average Chud has 17 HP, 2 Natural Protection, 13's in Strength and Morale, and 12's in Attack Skill, Defence Skill, and Magic Resistance. They also have 14 Combat Speed and 16 Map Movement naked, like a typical Size-4 being. Lastly, they share the environmental traits of regular Vanarusians, and a surprising amount of them are Berserkers.

National Units

: Cold Resistance (5), Snow Move

Commanders

Sprite Unit Name Special Attributes Comments
Scout
35
5
1

Stealthy (60)
Mountain Survival
Forest Survival
Commentary Here.
Vanarusian Herse
55
22
1
Commentary Here.
Vanarusian Jarl
125
13
1
Sacred
Commentary Here.
Vanarusian Gode
65
3
1
holy 11
Sacred
Commentary Here.
Chud Jarl
170
13
1
holy 11
Sacred
Commentary Here.
Vanarusian Sage
190
2
2
air 11random2100%
100%
rp 1515
Commentary Here.
Vanabog
520
21
4
Capital Only
air 22death 11glamour 11blood 11holy 22random1100%
10%
rp 1717
Sacred
Stealthy (65)
Skilled Rider (4)
Glamour
Snow Move
Commentary Here.
Fay Horse Sacred
Poison Resistance (10)
Disease Resistance (100%)
Stealthy (65)
Smart Mount (100)
Animal
Glamour
True Sight
Commentary here.
Vyedma
190
2
2
Non-fort Forests Only
water 11earth 11nature 11random1100%rp 1111

Stealthy (40)
Supply Bonus (10)
Forest Survival
Female
Commentary Here.
Vyedun
215
2
2
Non-fort Forests Only
fire 11air 11earth 11nature 11random1100%rp 1313

Stealthy (40)
Supply Bonus (10)
Forest Survival
Commentary Here.

Troops

Sprite Unit Name Special Attributes Comments
Vanarusian Archer
10
5
9
Commentary Here.
Vanarusian Huskarl
10
12
9
Commentary Here.
Vanarusian Huskarl
10
12
9
Commentary Here.
Vanarusian Hirdman
12
17
14
Commentary Here.
Vanarusian Hirdman
12
17
14
Commentary Here.
Vanarusian Hirdman
12
19
14
Commentary Here.
Vanarusian Berserker
15
17
21

Ambidextrous (1)
Berserker (2)
Commentary Here.
Chud Hirdman
35
21
28

Ambidextrous (2)
Berserker (2)
Commentary Here.
Chud Skinshifter
40
5
33
Capital Only

Berserker (1)
Mountain Survival
Forest Survival
Recuperation
Wounded Shape (Werebear)
Commentary Here.
Werebear Same as before
Natural Shape (Chud Skinshifter)
Commentary here.
Oath-Bound
35
22
25
Capital Only
Sacred

Stealthy (65)
Bodyguard (3)
Glamour
Commentary Here.

Heroes

Sprite Unit Name Special Attributes Comments
Old Bear Thunder - Last Perkunu
Earliest Arrival Turn (5)
air 44astral 11nature 33holy 11rp 1313
Sacred
Cold Resistance (5)
Poison Resistance (5)
Shock Resistance (22)
Supply Bonus (30)
Old Age (550/500)
Mountain Survival
Forest Survival
Snow Move
Recuperation
Shapechanger (Werebear)
Summons in Battle (Great Bear)
Commentary Here.
Werebear air 44astral 11nature 33holy 11rp 2121
Sacred
Cold Resistance (5)
Poison Resistance (5)
Shock Resistance (7)
Berserker (1)
Supply Bonus (30)
Mountain Survival
Forest Survival
Snow Move
Recuperation
Shapechanger (Last Perkunu)
Commentary Here.
Yngvar - Varyag
Earliest Arrival Turn (15)
air 22death 11glamour 22holy 11rp 1515
Sacred
Cold Resistance (5)
Stealthy (40)
Inspirational (+1)
Glamour
Snow Move
Commentary Here.
Baba Yaga - Hag
Earliest Arrival Turn (20)
air 33water 11death 33nature 22rp 2323
Cold Resistance (15)
Poison Resistance (15)
Shock Resistance (5)
Fear (8)
Supply Bonus (20)
Flying
Forest Survival
Female
Commentary here.

National Spell

Summons

Summon Spell Unit Special Attributes Comments
Summon Simargl
(Conjuration 2)
air 11 and 1airgem

Simargl x 1
Patral Bonus (10)
Animal
Flying
Commentary here.
Summon Firebird
(Conjuration 3)
fire 11astral 11 and 2firegem

Firebird x 1
Fire Resistance (15)
Bringer of Fortune (2)
Animal
Magic Being
Flying
Mountain Survival
Forest Survival
Commentary here.
Contact Sirin
(Conjuration 3)
astral 22 and 8astralpearl

Sirin
Sacred
Stealthy (50)
Dream Seduction (Morale vs. 14)
Flying
Female
Commentary here.
Sloth of Bears
(Conjuration 3)
nature 22 and 6naturegem

Great Bear x 15+
Undisciplined
Animal
Mountain Survival
Forest Survival
Commentary here.
Send Vodyanoy
(Conjuration 4)
water 22 and 20watergem
Underwater Only

Vodyanoy
Remote Stealthy
water 33nature 11rp 1313
Cold Resistance (5)
Stealthy (40)
Supply Bonus (10)
Aquatic
Commentary here.
Summon Rusalka
(Conjuration 4)
water 11death 11 and 16watergem

Rusalka
water 11death 11rp 99
Cold Resistance (15)
Poison Resistance (25)
Stealthy (60)
Gift of Water Breathing (50)
Seduction (Morale vs. 9)
Undead
Amphibious
Female
Commentary here.
Summon Likho
(Conjuration 4)
death 11 and 10deathgem

Likho
Stealthy (60)
Bringer of Misfortune (10)
Causes Unrest (5 per month)
Forest Survival
Female
The opposite of a Firebird. Have a Long-range curse attack.
It may require a stockpile of Death Indies and gems to be used effectively.
A Critical mass of them can devastate a province like any remote attack ritual (and reusable if not discovered; they can't survive on thier own).
don't let them linger in your own territories.
Contact Alkonost
(Conjuration 4)
astral 22 and 15astralpearl

Alkonost
holy 33
Sacred
Shock Resistance (15)
Awe (+5)
Inspirational (2)
Flying
Female
Commentary here.
Awaken Draugar
(Conjuration 4)
death 22 and 12deathgem

Draug x 4
Resist Cold (25)
Resist Poison (25)
Cold Aura (3)
Fear (5)
Undead
Amphibious
Need Not Eat
Spirit Sight
Shapechanger Below HP (20) (Draug)
Commentary here.
Draug Same As Above
Shapechanger Above HP (25) (Draug)
Send Lady Midday
(Conjuration 5)
air 33death 11 and 5airgem

Lady Midday
Remote Assassination
Stealthy (60)
Fear (+5)
Assassin (2)
Magic Being
Ethereal
Flying
Commentary here.
Summon Zmey
(Conjuration 5)
fire 22 and 5firegem

Zmey
Fire Resistance (15)
Animal
Flying
Cold Blooded
Mountain Survival
Drake
What if Fire Drake But bigger, Stronger, tougher, 1 gem cheaper, 2 more bites, can Fly and obey commands.
Castable by your Sons and Daughters.
Send Bukavac
(Conjuration 5)
water 44 and 5watergem
Destination (Sea)
Temporary

Bukavac
Fear (+5)
Animal
Magic Being
Trample
Aquatic
Commentary here.
Contact Gamayun
(Conjuration 5)
astral 33 and 25astralpearl

Gamayun
air 22astral 22holy 22rp 1919
Sacred
Awe (+3)
Fortune Teller (15%)
Flying
Female
Commentary here.
Contact Beregina
(Conjuration 6)
water 33earth 11 and 35watergem

Beregina
water 33earth 11nature 22rp 1717
Cold Resistance (5)
Water Breathing (50)
Awe (+3)
Supply Bonus (+20)
Magic Being
Amphibious
Spirit Sight
Female
Commentary here.
Contact Mountain Vila
(Conjuration 7)
nature 44 and 40naturegem
Destination (Mountain)

Mountain Vila
air 22astral 11nature 33rp 1717
Sacred
Cold Resistance (5)
Poison Resistance (5)
Shock Resistance (15)
Stealthy (50)
Healer (2)
Supply Bonus (+30)
Seduction (Morale vs. 9)
Skilled Rider (3)
Mountain Survival
Forest Survival
Female
Commentary here.

Sacred Stag
Sacred
Stealthy (40)
Undisciplined
Animal
Forest Survival
Commentary here.
Contact Cloud Vila
(Conjuration 7)
air 44 and 40airgem
Destination (Mountain)

Cloud Vila
air 33astral 11nature 22rp 1717
Sacred
Cold Resistance (5)
Shock Resistance (20)
Stealthy (50)
Healer (1)
Supply Bonus (+20)
Seduction (Morale vs. 9)
Flying
Storm Immunity
Mountain Survival
Female
Commentary here.
Contact Leshiy
(Conjuration 8)
nature 66 and 60naturegem
Destination (Forest)

Leshiy
If not in Forest
air 11earth 11nature 22rp 1313
Cold Resistance (5)
Poison Resistance (5)
Supply Bonus (+30)
Magic Being
Forest Survival
Snow Move
Spirit Sight
Forest Shape (Leshiy)
Commentary here.

Leshiy
Only if in Forest
air 22water 11earth 22nature 44rp 2323
Add:
Regeneration (10%)
Shape Changer (Great Forest Bear)
Commentary here.

Great Forest Bear
Only if in Forest
No Magic
Remove:
Poison Resistance
Add:
Stealthy (40)
Berserker (+4)
Trample
Shape Changer (Leshiy)
Commentary here.

Magic Access

Elements

Sorceries

Others

Crosspaths

Magic Boosting

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

Blood allows for summoning powerful mages with a variety of paths, but no Water. blood 55 for Bind Heliophagus and blood 88 for Bind Demon Lord.

Fire

Max without boosting or uniques: fire 33 fire 22 Vyedun is the strongest Fire mage available but a fire 11 Vanabog can make a Skull of Fire.

Air

Max without boosting or uniques: air 33 air 33 Vanabog (1 in 5) is the strongest Air mage. Can't get any higher without empowerment.

Three of the summons have Air and Astral and so can attempt the unique Tome of High Power.

Water

Max without boosting or uniques: water 55 water 22 Vyedma (1 in 4) is the strongest Water mage available.

water 22 can Send Vodyanoy for water 33. water 33earth 11 can Contact Beregina for water 33.

Earth

Max without boosting or uniques: earth 33 earth 11 Vyedma and Vyedun are the most reliable Earth mages available. A earth 11glamour 11 Vanarusian Sage (1 in 12) with a Glamour booster can Summon Bluecap.

nature 66 can Contact Leshiy for earth 22, (when in a Forest) and can attempt the unique The Tome of Gaia.

Astral

No National Access air 44 for Contact Cloud Vila for astral 11.

nature 44 can Contact Mountain Vila for astral 11.

earth 33death 11 can cast Hidden in Sand for a 1 in 3 chance of air 22. It can also cast Hidden Underneath for a 3 in 4 chance of at least astral 11.

Death

Max without boosting or uniques: death 33 death 22 Vanabog (1 in 5) is the strongest Blood mage available. With a Blood booster, it can attempt the unique The Black Book of Secrets.

fire 33earth 33 can attempt the unique The Silver Arms, which allows holding multiple of the two-handed Death boosters. fire 11earth 33 can make The Copper Arms, useful if you get the unique Sceptre of Dark Regency.

death 33 can Summon Spectre for a 7 in 16 chance of at least astral 11.

Nature

Max without boosting or uniques: nature 66 nature 22 Vyedma and Vyedun (both 1 in 4) are the strongest Nature mages available. With an Earth booster, they can attempt the unique The Tome of Gaia. nature 11water 33, from a nature 11water 22 Vyedma with a Water

fire 11earth 33 can make The Copper Arms, fire 33earth 33 can attempt the unique The Silver Arms, useful for holding multiple Nature boosters.

Glamour

Max without boosting or uniques: glamour 22 glamour 22 Vanabog (1 in 5) is the strongest Glamour mage available. It doesn't have useful crosspaths.

Blood

Max without boosting or uniques: blood 22 blood 22 Vanabog (1 in 5) is the strongest Blood mage available. Either the unique The Black Book of Secrets or empowerment is needed to climb higher.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

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