"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.
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Heroes: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons: Many summons, getting up to ![]() ![]() ![]() ![]() | Human Medium Infantry Chud Hirdmen Chud Skinshifters Sacred Chud Werebears Sacred Van Infantry | ![]() ![]() ![]() ![]() | ![]() |
Capitol Gems: 11
1
1
1
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.
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.
:
Cold Resistance (5),
Snow Move
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Scout ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Vanarusian Herse ![]() ![]() ![]() | ![]() | Commentary Here. |
![]() | Vanarusian Jarl ![]() ![]() ![]() | ![]() ![]() | Commentary Here. |
![]() | Vanarusian Gode ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary Here. |
![]() | Chud Jarl ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary Here. |
![]() | Vanarusian Sage ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 100% ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Vanabog ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Fay Horse | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Vyedma ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary Here. |
![]() | Vyedun ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Vanarusian Archer ![]() ![]() ![]() | ![]() | Commentary Here. |
![]() | Vanarusian Huskarl ![]() ![]() ![]() | ![]() | Commentary Here. |
![]() | Vanarusian Huskarl ![]() ![]() ![]() | ![]() | Commentary Here. |
![]() | Vanarusian Hirdman ![]() ![]() ![]() | ![]() | Commentary Here. |
![]() | Vanarusian Hirdman ![]() ![]() ![]() | ![]() | Commentary Here. |
![]() | Vanarusian Hirdman ![]() ![]() ![]() | ![]() | Commentary Here. |
![]() | Vanarusian Berserker ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary Here. |
![]() | Chud Hirdman ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary Here. |
![]() | Chud Skinshifter ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Werebear | Same as before Natural Shape (Chud Skinshifter) | Commentary here. |
![]() | Oath-Bound ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Old Bear Thunder - Last Perkunu Earliest Arrival Turn (5) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Werebear | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Yngvar - Varyag Earliest Arrival Turn (15) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary Here. |
![]() | Baba Yaga - Hag Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Simargl (Conjuration 2) ![]() ![]() | ![]() Simargl | ![]() ![]() ![]() | Commentary here. |
Summon Firebird (Conjuration 3) ![]() ![]() ![]() | ![]() Firebird | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Sirin (Conjuration 3) ![]() ![]() | ![]() Sirin | ![]() ![]() ![]() ![]() Female | 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. |
Send Vodyanoy (Conjuration 4) ![]() ![]() in ![]() Remote ![]() | ![]() Vodyanoy | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Rusalka (Conjuration 4) ![]() ![]() ![]() | ![]() Rusalka | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 | Commentary here. |
Awaken Draugar (Conjuration 4) ![]() ![]() | ![]() Draug x 4 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
Send Bukavac (Conjuration 5) ![]() ![]() in ![]() | ![]() Bukavac | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Gamayun (Conjuration 5) ![]() ![]() | ![]() Gamayun | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Contact Beregina (Conjuration 6) ![]() ![]() ![]() | ![]() Beregina | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Contact Mountain Vila (Conjuration 7) ![]() ![]() in ![]() in (Internal) Darkness | ![]() Mountain Vila | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() Sacred Stag | ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Contact Cloud Vila (Conjuration 7) ![]() ![]() in ![]() in (Internal) Darkness | ![]() Cloud Vila | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | 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.
Blood allows for summoning powerful mages with a variety of paths, but no
Water.
5 for Bind Heliophagus and
8 for Bind Demon Lord.
Max without boosting or uniques: 3
2 Vyedun is the strongest
Fire mage available but a
1 Vanabog can make a Skull of Fire.
Max without boosting or uniques: 3
3 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.
Max without boosting or uniques: 5
2 Vyedma (1 in 4) is the strongest
Water mage available.
2 can Send Vodyanoy for
3.
3
1 can Contact Beregina for
3.
Max without boosting or uniques: 3
1 Vyedma and Vyedun are the most reliable
Earth mages available. A
1
1 Vanarusian Sage (1 in 12) with a
Glamour booster can Summon Bluecap.
6 can Contact Leshiy for
2, (when in a Forest) and can attempt the unique The Tome of Gaia.
No National Access 4 for Contact Cloud Vila for
1.
4 can Contact Mountain Vila for
1.
3
1 can cast Hidden in Sand for a 1 in 3 chance of
2. It can also cast Hidden Underneath for a 3 in 4 chance of at least
1.
Max without boosting or uniques: 3
2 Vanabog (1 in 5) is the strongest
Blood mage available. With a
Blood booster, it can attempt the unique The Black Book of Secrets.
3
3 can attempt the unique The Silver Arms, which allows holding multiple of the two-handed
Death boosters.
1
3 can make The Copper Arms, useful if you get the unique Sceptre of Dark Regency.
3 can Summon Spectre for a 7 in 16 chance of at least
1.
Max without boosting or uniques: 6
2 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.
1
3, from a
1
2 Vyedma with a
Water
1
3 can make The Copper Arms,
3
3 can attempt the unique The Silver Arms, useful for holding multiple
Nature boosters.
Max without boosting or uniques: 2
2 Vanabog (1 in 5) is the strongest
Glamour mage available. It doesn't have useful crosspaths.
Max without boosting or uniques: 2
2 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.
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.