"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 | 
|---|---|---|---|---|
|  3 (rare 4)  2  2  2 (rare 3)  2  2 (rare 3)  2 (rare 3)  1  2 | Heroes:  3  1  3  2 (one, turn 20+)  4  1  3  1 (one, turn 5+)  2  1  2  1 (one) Summons: Many summons, getting up to  3,  2,  2,  4,  3 | Human Medium Infantry Chud Hirdmen Chud Skinshifters Sacred Van Infantry |  Cold Resistance (5)  Snow Move  Berserker  Shapechanger/Wounded Form |  Standard Forts | 
Capitol Gems: 1 1
1 1
1 1
1 1
1 
 
Cold limit: + 1
Prefers  Cold Scale + 2
 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
 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
 Snow, and have  5 Cold Resistance. Otherwise, they're somewhat-average.
 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
 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.
 Berserkers.
 :
:  Cold Resistance (5),
 Cold Resistance (5),  Snow Move
 Snow Move
| 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 |  1  Sacred   | Commentary Here. | 
|   | Chud Jarl  170  13  1 |  1  Sacred   | Commentary Here. | 
|   | Vanarusian Sage  190  2  2 |  1  2100%     100%     15   | Commentary Here. | 
|   | Vanabog  520  21  4  Capital Only |  2  1  1  1  2  1100%      10%       17  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 |  1  1  1  1100%      11    Stealthy (40)  Supply Bonus (10)  Forest Survival Female | Commentary Here. | 
|   | Vyedun  215  2  2  Non-fort Forests Only |  1  1  1  1  1100%      13    Stealthy (40)  Supply Bonus (10)  Forest Survival | Commentary Here. | 
| 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. | 
| Sprite | Unit Name | Special Attributes | Comments | 
|---|---|---|---|
|   | Old Bear Thunder - Last Perkunu Earliest Arrival Turn (5) |  4  1  3  1  13  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 |  4  1  3  1  21  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) |  2  1  2  1  15  Sacred  Cold Resistance (5)  Stealthy (40)  Inspirational (+1)  Glamour  Snow Move | Commentary Here. | 
|   | Baba Yaga - Hag Earliest Arrival Turn (20) |  3  1  3  2  23  Cold Resistance (15)  Poison Resistance (15)  Shock Resistance (5)  Fear (8)  Supply Bonus (20)  Flying  Forest Survival Female | Commentary here. | 
| Summon Spell | Unit | Special Attributes | Comments | 
|---|---|---|---|
| Summon Simargl (Conjuration 2)  1 and 1   |   Simargl |  Patrol Bonus (+10)  Animal  Flying | Commentary here. | 
| Summon Firebird (Conjuration 3)  1  1 and 2   |   Firebird |  Fire Resistance (15)  Bringer of Fortune (2)  Animal  Magic Being  Flying  Mountain Survival  Forest Survival | Commentary here. | 
| Contact Sirin (Conjuration 3)  2 and 8   |   Sirin |  Sacred  Stealthy (+50)  Dream Seduction (Morale vs. 14)  Flying Female | Commentary here. | 
| Sloth of Bears (Conjuration 3)  2 and 6   |   Great Bear x 15+ |  Undisciplined  Animal  Mountain Survival  Forest Survival | 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)  2 and 20   in  Sea Remote  Stealthy Summons |   Vodyanoy |  3  1  13  Cold Resistance (5)  Stealthy (+40)  Supply Bonus (+10)  Aquatic | Commentary here. | 
| Summon Rusalka (Conjuration 4)  1  1 and 16   |   Rusalka |  1  1  9  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)  1 and 10   |   Likho |  Stealthy (+60)  Bringer of Misfortune (10)  Causes Unrest (+5 per Month)  Lost an eye.  Forest Survival 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)  2 and 15   |   Alkonost |  3  Sacred  Shock Resistance (15)  Awe (+5)  Inspirational (2)  Flying Female | Commentary here. | 
| Awaken Draugar (Conjuration 4)  2 and 12   |   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. | 
| Send Lady Midday (Conjuration 5)  3  1 and 5   |   Lady Midday Remote  Assassination |  Stealthy (+60)  Fear (+5)  Assassin (2)  Magic Being  Ethereal  Flying  Storm Immunity  Spirit Sight Female | Commentary here. | 
| Summon Zmey (Conjuration 5)  2 and 5   |   Zmey |  Fire Resistance (15)  Animal  Flying  Cold Blooded  Mountain Survival Drake | What if Fire Drake but bigger, stronger, tougher, one gem cheaper, two more bites, can fly and obey commands. | 
| Send Bukavac (Conjuration 5)  4 and 5   in  Sea |   Bukavac |  Fear (+5)  Animal  Magic Being  Trample  Aquatic | Commentary here. | 
| Contact Gamayun (Conjuration 5)  3 and 25   |   Gamayun |  2  2  2  19  Sacred  Awe (+3)  Fortune Teller (15%)  Flying Female | Commentary here. | 
| Contact Beregina (Conjuration 6)  3  1 and 35   |   Beregina |  3  1  2  17  Cold Resistance (5)  Water Breathing (50)  Awe (+3)  Supply Bonus (+20)  Magic Being  Amphibious  Spirit Sight Female | Commentary here. | 
| Contact Mountain Vila (Conjuration 7)  4 and 40   in  Mountain in (Internal) Darkness |   Mountain Vila |  2  1  3  17  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)  4 and 40   in  Mountain in (Internal) Darkness |   Cloud Vila |  3  1  2  17  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)  6 and 60   in  Forest |   Leshiy not in  Forest |  1  1  2  13  Cold Resistance (5)  Poison Resistance (5) Pathboost (-1 ALL)  Supply Bonus (+30)  Magic Being  Forest Survival  Snow Move  Spirit Sight  Forest Shape (Leshiy) | Commentary here. | 
|   Leshiy in  Forest |  2  1  2  4  23 Add:  Regeneration (10%) Change: Pathboost (+  1)  Shape Changer (Great Forest Bear) | Commentary here. | |
|   Great Forest Bear in  Forest | No Magic Remove:  Poison Resistance Add:  Stealthy (+40)  Berserker (+4)  Trample  Shape Changer (Leshiy) | Commentary here. | 
 2 Vyedun (Non-fort Forest Only),
2 Vyedun (Non-fort Forest Only),  1 Vanarusian Sage (1 in 4)
1 Vanarusian Sage (1 in 4) 3 Vanabog (Capital Only) (1 in 5),
3 Vanabog (Capital Only) (1 in 5),  2 Vanarusian Sage (1 in 4)
2 Vanarusian Sage (1 in 4) 2 Vyedma (Non-fort Forest Only) (1 in 4)
2 Vyedma (Non-fort Forest Only) (1 in 4) 1 Vyedma and Vyedun (both Non-fort Forest Only)
1 Vyedma and Vyedun (both Non-fort Forest Only) 2 Vanabog (Capital Only) (1 in 5),
2 Vanabog (Capital Only) (1 in 5),  1 Vanarusian Sage (1 in 3)
1 Vanarusian Sage (1 in 3) 2 Vyedma and Vyedun (both Non-fort Forest Only) (1 in 4),
2 Vyedma and Vyedun (both Non-fort Forest Only) (1 in 4),  1 Vanarusian Sage (1 in 4)
1 Vanarusian Sage (1 in 4) 2 Vanabog (Capital Only) (1 in 5),
2 Vanabog (Capital Only) (1 in 5),  1 Vanarusian Sage (1 in 3)
1 Vanarusian Sage (1 in 3)  2 Vanabog (Capital Only) (1 in 5),
2 Vanabog (Capital Only) (1 in 5),  1 Vanarusian Sage (1 in 3)
1 Vanarusian Sage (1 in 3) 2 Vanabog (Capital Only),
2 Vanabog (Capital Only),  1 Vanarusian Gode and Chud Jarl
1 Vanarusian Gode and Chud JarlSee Magic Access. These guides supplement the summaries at the top.
 Blood allows for summoning powerful mages with a variety of paths, but no
Blood allows for summoning powerful mages with a variety of paths, but no  Water.
Water.  5 for Bind Heliophagus and
5 for Bind Heliophagus and  8 for Bind Demon Lord.
8 for Bind Demon Lord.
Max without boosting or uniques:  3
3
 2 Vyedun is the strongest
2 Vyedun is the strongest  Fire mage available but a
Fire mage available but a  1 Vanabog can make a Skull of Fire.
1 Vanabog can make a Skull of Fire.
Max without boosting or uniques:  3
3
 3 Vanabog (1 in 5) is the strongest
3 Vanabog (1 in 5) is the strongest  Air mage. Can't get any higher without empowerment.
Air mage. Can't get any higher without empowerment.
Three of the summons have  Air and
Air and  Astral and so can attempt the unique Tome of High Power.
Astral and so can attempt the unique Tome of High Power.
Max without boosting or uniques:  5
5
 2 Vyedma (1 in 4) is the strongest
2 Vyedma (1 in 4) is the strongest  Water mage available.
Water mage available.
 2 can Send Vodyanoy for
2 can Send Vodyanoy for  3.
3.
 3
3 1 can Contact Beregina for
1 can Contact Beregina for  3.
3.
Max without boosting or uniques:  3
3
 1 Vyedma and Vyedun are the most reliable
1 Vyedma and Vyedun are the most reliable  Earth mages available. A
Earth mages available. A  1
1 1 Vanarusian Sage (1 in 12) with a
1 Vanarusian Sage (1 in 12) with a  Glamour booster can Summon Bluecap.
Glamour booster can Summon Bluecap.
 6 can Contact Leshiy for
6 can Contact Leshiy for  2, (when in a Forest) and can attempt the unique The Tome of Gaia.
2, (when in a Forest) and can attempt the unique The Tome of Gaia.
No National Access  4 for Contact Cloud Vila for
4 for Contact Cloud Vila for  1.
1.
 4 can Contact Mountain Vila for
4 can Contact Mountain Vila for  1.
1.
 3
3 1 can cast Hidden in Sand for a 1 in 3 chance of
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
2. It can also cast Hidden Underneath for a 3 in 4 chance of at least  1.
1.
Max without boosting or uniques:  3
3
 2 Vanabog (1 in 5) is the strongest
2 Vanabog (1 in 5) is the strongest  Blood mage available. With a
Blood mage available. With a  Blood booster, it can attempt the unique The Black Book of Secrets.
Blood booster, it can attempt the unique The Black Book of Secrets.
 3
3 3 can attempt the unique The Silver Arms, which allows holding multiple of the two-handed
3 can attempt the unique The Silver Arms, which allows holding multiple of the two-handed  Death boosters.
Death boosters.  1
1 3 can make The Copper Arms, useful if you get the unique Sceptre of Dark Regency.
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
3 can Summon Spectre for a 7 in 16 chance of at least  1.
1.
Max without boosting or uniques:  6
6
 2 Vyedma and Vyedun (both 1 in 4) are the strongest
2 Vyedma and Vyedun (both 1 in 4) are the strongest  Nature mages available. With an
Nature mages available. With an  Earth booster, they can attempt the unique The Tome of Gaia.
Earth booster, they can attempt the unique The Tome of Gaia.  1
1 3, from a
3, from a  1
1 2 Vyedma with a
2 Vyedma with a  Water
Water
 1
1 3 can make The Copper Arms,
3 can make The Copper Arms,  3
3 3 can attempt the unique The Silver Arms, useful for holding multiple
3 can attempt the unique The Silver Arms, useful for holding multiple  Nature boosters.
Nature boosters.
Max without boosting or uniques:  2
2
 2 Vanabog (1 in 5) is the strongest
2 Vanabog (1 in 5) is the strongest  Glamour mage available. It doesn't have useful crosspaths.
Glamour mage available. It doesn't have useful crosspaths.
Max without boosting or uniques:  2
2
 2 Vanabog (1 in 5) is the strongest
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.
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
4 5
5 7
7 
Bless: MW/Arcane Finesse, Invuln 10, Regen. 
Scales:  6
6 2
2 0
0 3
3 1
1 2
2 3
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.