Rus is a land of harsh winters and short summers inhabited by humans and Chudes, an exalted race of great strength and beauty. The Chudes and the humans have intermingled and neither race dominate the other. The Rusian society is divided into two moieties. The first is composed of hunters and nomads living in the deep forests. They worship the Bear and the Thunder and eat their meat raw. The warriors of the wild moiety are known for their fury and battle prowess. Their most prominent warriors are even able to take the shape of the sacred bear. The other moiety lives in houses of wood and in caves underneath the ground. They cook their meat and practice a new kind of magic. The Chudes of the second moiety call themselves sons and daughters of gods previously unheard of.
Most of the Rusian armies are composed of human infantry, but the elites of the kingdom are mighty Chudes. Yet the humans also field mighty warriors. The axe wielding Bear Warriors are respected and feared even by the warriors of Ulm. The peoples of Rus prefer a cold climate.
"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.
. . . . 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 never got around to finish my ideas on Rus for Dominions 4. Instead it became the second of the new
nations for Dominions 5. Baltic mythology, Latvian in particular, became an inspirational source for the
nation." - Illwinter
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Heroes: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Human Infantry, Hunters, and Berserkers Chud Warriors Sacred Chud Werebears | ![]() ![]() ![]() ![]() | ![]() (Still 2 tiers) Temples cost ![]() |
Capitol Gems: 12
1
2
Cold limit: + 1
Prefers Cold Scale + 2
Flimsy Forts: Rus's "primitive forts," as described on the nation page, are actually a bit of a misnomer; Rus gets their own unique fort line, which happens to be made of wood and uses the palisade graphic for both forts. You will be saving 150 and 1 turn to build your Villages to then upgrade to a Fortress. The downside is that wooden forts have worse administration and about half the defenses against sieges. It's not a bad trade-off, as armies rather than fortifications often decide sieges, and the ability to get a leg up on finishing forts can be more valuable.
If a fella is called a Rusian, 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 Chudes (not yet called "Chuds") are superhumans who live among the Rusians. 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 Rusians, and a surprising amount of them are
Berserkers.
:
Cold Resistance (5),
Snow Move
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Scout ![]() ![]() ![]() Recruit Anywhere | ![]() ![]() ![]() ![]() | Recruit anywhere scouts are very valuable to see what one's opponents are up to. |
![]() | Rusian Chieftain ![]() ![]() ![]() | ![]() | Can move troops, but fort turns are typically better spent on other commanders. |
![]() | Rusian Chieftain ![]() ![]() ![]() Non-fort Recruit Only | ![]() ![]() ![]() ![]() ![]() | Less leadership than the fort chieftan, but doesn't use fort turns and can lead stealthy raiding parties. Also works as a rather expensive scout. |
![]() | Rusian Priest ![]() ![]() ![]() | ![]() ![]() ![]() | |
![]() | Rusian Wizard ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | While their paths aren't particularly impressive, they can all paint barkskin and astral randoms can do body ethereal. The nation's most efficient researcher. |
![]() | Son of Heaven ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The nation's best leadership commander, but largely outshone as a mage by the other cap-only options. |
![]() | Daughter of the Sun ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Perkunu ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Werebear | Adds: ![]() Replaces: ![]() ![]() |
|
![]() | Chud Chieftain![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | The nation's only mundane commander capable of using formations. |
![]() | Thunder Priest ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The nation's most capable off-cap mage and an important reason to temple and lab forests. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Rusian Hunter ![]() ![]() ![]() Non-fort Recruit | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Rusian Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Rusian Warrior ![]() ![]() ![]() | ||
![]() | Chud Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Chud Hunter ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Chud Berserker ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Chud Skinshifter ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() Wounded Shape: Werebear | Commentary here. |
![]() | Werebear | Natural Shape (Chud Skinshifter) | Commentary here. |
![]() | Bear Warrior ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Simargl (Conjuration 2) ![]() ![]() | ![]() Simargl | ![]() ![]() ![]() | Commentary here. |
Summon Firebird (Conjuration 3) ![]() ![]() ![]() | ![]() Firebird | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Bears (Conjuration 3) ![]() ![]() ![]() | ![]() Great Bear x 15 | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sloth of Bears (Conjuration 3) ![]() ![]() | ![]() Great Bear x 15+ | ![]() ![]() ![]() ![]() | Summons high strength blobs of hitpoints. Can work as evocation bait, as the bears have more HP than your troops and even lower MR, but otherwise unremarkable. |
Contact Sirin (Conjuration 3) ![]() ![]() | ![]() Sirin | ![]() ![]() ![]() ![]() Female | Commentary here. |
Summon Likho (Conjuration 4) ![]() ![]() | ![]() Likho | ![]() ![]() ![]() ![]() ![]() Female | The opposite of a Firebird. Has a long-range curse attack. A critical mass of them can devastate a province like a remote attack ritual. They're reusable if not discovered. If discovered, can't survive on their own. Don't let them linger in your own territories. |
Contact Alkonost (Conjuration 4) ![]() ![]() | ![]() Alkonost | ![]() ![]() ![]() ![]() ![]() ![]() Female | Useful for blessing large groups of undisciplined sacred bears. Also a mobile holy 3 for claiming thrones. |
Summon Rusalka (Conjuration 4) ![]() ![]() ![]() | ![]() Rusalka | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Send Vodyanoy (Conjuration 4) ![]() ![]() in ![]() Remote ![]() | ![]() Vodyanoy | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Send Lady Midday (Conjuration 5) ![]() ![]() ![]() | ![]() Lady Midday Remote ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Summon Zmey (Conjuration 5) ![]() ![]() | ![]() Zmey | ![]() ![]() ![]() ![]() ![]() Drake | What if Fire Drake but bigger, stronger, tougher, one gem cheaper, two more bites, can fly and obey commands. |
Contact Gamayun (Conjuration 5) ![]() ![]() | ![]() Gamayun | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Send Bukavac (Conjuration 5) ![]() ![]() in ![]() | ![]() Bukavac | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Beregina (Conjuration 6) ![]() ![]() ![]() | ![]() Beregina | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Contact Cloud Vila (Conjuration 7) ![]() ![]() in ![]() in (Internal) Darkness | ![]() Cloud Vila | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Contact Mountain Vila (Conjuration 7) ![]() ![]() in ![]() in (Internal) Darkness | ![]() Mountain Vila | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() Sacred Stag | ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Contact Leshiy (Conjuration 8) ![]() ![]() in ![]() | ![]() Leshiy not in ![]() | ![]() ![]() ![]() ![]() ![]() ![]() Pathboost (-1 ALL) ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Leshiy in ![]() | ![]() ![]() ![]() ![]() ![]() Add: ![]() Change: Pathboost (+ ![]() ![]() | Commentary here. | |
![]() Great Forest Bear in ![]() | No Magic Remove: ![]() Add: ![]() ![]() ![]() ![]() | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
With Fire and
Air, it is possible to get to
4
5 to craft The Magic Lamp for Al Khazim - Jinn, who has
5
5
3
3.
3 Daughter of the Sun (1 in 4) is the best recruitable start. Neither it nor any of the other recruitable mages have useful crosspaths.
Perkunu and a 3 Thunder Priest (1 in 4) are both one level away from the key
4. If there were a way to increase the
1 of the Perkunu one level, it could potentially make the unique Tome of High Power, but all other recruitable mages in the nation have at most
1 as well. Empowerment is probably the only option.
The hero, Perkuna Tete - Daughter of the Thunder, starts at the key 4.
3 can Contact Gamayun (
2
2) and can craft the unique Tome of High Power.
No recruitable access but Baba Yaga - Hag starts with 1. With a Water Bracelet it can make natively, it can reach
2.
2 can Send Vodyanoy who has
3
1.
1 Rusian Wizard (1 in 4) and
1 Thunder Priest (1 in 4) are your only options here. In a chicken-and-the-egg situation, an
Earth booster is needed to make the first
Earth booster. Empowerment is needed. With a
Nature booster, both can potentially create the unique The Tome of Gaia.
The hero, Perkuna Tete - Daughter of the Thunder, in Daughter of the Oak shape, can craft Earth Boots and the unique The Tome of Gaia. It can't wear the boots in that shape though, so it's stuck at 3.
3
1 can Contact Beregina, who only needs an
Earth booster to craft the unique The Tome of Gaia.
Same with Contact Leshiy by 6.
All EA Rus's mages have at least a chance of 1.
Astral and
Earth would be a useful crosspath, but it's one or the other. The
Fire crosspath, especially
2
1 Daughter of the Sun (1 in 4), can potentially make the unique The Forbidden Light.
The hero, Vod - Son of the Bear, has 2 but no useful crosspaths.
4 can Contact Cloud Vila, who, with an
Astral booster, can craft the unique Tome of High Power.
Similarly, N4, which is more accessible, can Contact Mountain Vila, who can do the same.
No national access except Baba Yaga - Hag with 3 and no other useful crosspaths.
3 can cast Forest Troll Tribe for
1.
2 is common among EA Rus's mages. Getting an
Earth booster (Earth Boots) and a Thistle Mace to a
1
1 mage allows them to potentially create the unique The Tome of Gaia. Giving both the Thistle mace and The Tome of Gaia to an
1
1 mage allows it to make a Moonvine Bracelet. Without all three, an
2 mage cannot make it to
5 to make the next booster and empowerment will be needed.
The hero, Vod - Son of the Bear, has 2
3, so it can make the Moonvine Bracelet natively. It also only needs two
Nature boosters to get to
5, so it's not dependent on the unique Tome of Gaia.
The hero, Perkuna Tete - Daughter of the Thunder, in Daughter of the Oak shape, can natively craft the unique The Tome of Gaia. The hero only has two Misc. slots though, limiting its usefulness.
2 can Send Vodyanoy who has
3
1 and can Contact Naiad (
3).
No native access. 3 can cast Forest Troll Tribe for a 1 in 4 chance of
1.
No native access. 5 can cast Awaken Treelord for a 1 in 3 chance of a stationary
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.