Wednesday, October 28, 2015

Kislev Army Profile

* I own nothing seen below. Credit goes to owners of Games Workshop and the equally awesome people who did the rest of the pictures. I would also like to thank the makers of the Kislev Army book, without which much of this would not be possible. If I forgot about someone then credit goes to you. 

 
INTRO - Land of the Great Bear

North of the lands of the Empire lies a land of dark pine-forests and snow clad wilderness - the land of Kislev, ruled by mighty Tzars and Tzarinas. The icy realm of Kislev breeds tough and hardy people, not only because of the harsh climate, but also due to the constant depredations by raiders from the Chaos wastes.

The most famed military units of Kislev are the Winged Lancer cavalry, formed from the sons of the old Gospodar nobility. Among them are the Gryphon Legion, an elite regiment consisting of the wealthiest knights, and often found fighting in the Empire. These are supported by archers and axemen on foot, and mounted horse archers from the nomad tribes. Magic comes from the mysterious Ice Witches, who harness the power of winter itself to strike at Kislev's enemies, and Hags, who commune with the angry and vengeful spirits of the land. The people of Kislev know the dangers their country faces, so when it comes time to march to war, every able bodied man is ready to lay down their life for their country.

For a thousand years this kingdom has endured despite the attacks of the savage Norse raiders and the ever-present threat of Chaos. But to the Kislevites, this matters not: the North is there home, and if they cannot live here, they will die here....



LORE OF ICE

Attribute: Numbing Cold: The Lore of Ice is the magic of the dour frost mages of Kislev, whose blood runs cold in their veins and who can transmute the winds of magic into lethal ice storms with a single gesture. When using the Lore of Ice, whenever an enemy is hit by a successful spell, in addition to the effect of the spell, they will also find their ability to wield a weapon (hand or projectile) suffers as the sheer cold numbs their bodies.

Shardstorm: The caster channels mighty flows of magic into a howling gale of cold, stretches out her hands and unleashes a torrent of diamond-hard icicles at her foes. Has a range of 300 meters but can be upgraded to 1 Kilometer with added effort.

Form of the Frostfiend: The caster invite the cold spirits of old within her to transform herself into a shrieking, taloned creature of Kislev legend, carried across the battlefield in a whirlwind of purest cold. This spell is cast on the Ice Mage herself. While active, she can fly and induce terror, and has double the strength and speed. All her weapons, items, and armor are transmogrified with her.

Shield of Cold: She is surrounded by a shield of intense chill that disrupts the path of missiles as they hit the frigid air pocket. Protects all units within 200 meters of the caster with an magical barrier of cold that deflects moderate physical and magical missile attacks.

Ice Armor: The Wizard and his allies are instantly covered by a translucent layer of luminous ice that molds around their bodies and protects them from the blows of the enemy. Affects units up to 50 meters from the wizard and protects against heavy physical damage (and minor magical damage).

Wind of Ice: The caster sends a wind of snow and ice against her enemies, freezing their weapons and armor, making them brittle as ice. Has a range of 300 meters (though this can be doubled with effort), and causes the effected enemy's weapons and armor to become brittle and easy to break.

Freezing Blast: The Wizard spreads her hands wide, causing the ground itself to freeze into a thin layer of slippery ice. Has a range of 100 meters and makes moving across the terrain difficult and hazardous. Units already on the ice will likely slip and fall over.

Cold Shock: With a whisper, the dread spirit of the Winter Wind lures the wizard's enemies to fall into a deep slumber, one that is impossible to awake from. The wizard can pick an area up to 300 meters from her. An area of 10 meters or so will suffer a magical snowfall. Units in that snowfall must muster their willpower. If they succeed, they can move with no problem. If they fail, they fall unconscious.

Midwinter's Kiss: The caster breathes a torrent of the purest cold into the ranks of the enemy. A white cloud of freezing-cold air emerges from the Wizard‘s lungs and envelopes the enemy. Those caught in the blast stumble blind as ice and snow envelops their vision. Has a range of 15 meters directly in front of the caster.

Gift of the Winter Wind:
The caster breathes a torrent of the purest cold into the ranks of the enemy. Those caught in the blast turn to brittle statues of ice within seconds. A much more powerful version of the above, instead of blinding the enemy, it straight up freezes them. Is much more difficult and strenuous to cast. Has a range of 10 meters in front of the caster.

Invocation of the Blizzard: Chanting words of power, the Wizard summons a harsh blizzard which lowers the temperature in the affected area to the point of freezing the enemies‘ blood in their veins. A swirling flurry of snow and ice rises from the land, freezing and blinding all in its path, and razor sharp shards of ice darken the sky as they rain down onto the battlefield. The caster picks a point on the battlefield within life of sight. After that, the effected area is determined by the amount of magic the Ice Witch pours into the spell. It can be a few dozen meters, or it can cover hundreds (though this would be very difficult and would leave the Ice Mage drained). If this spell is miscast, the wizard looses control of the blizzard, it quickly spirals out of control and can consume the entire battlefield.


LORE OF HAGS

Attribute: Curse: From minor nuisances such as boils or flatulence, to greater blights such as disease or premature old age, the range of curses employed by the hag witches is almost endless. Whenever a Hag spell is successfully cast on an enemy, that enemy's luck suddenly takes a turn for the worst for the next few minutes.

Curse of Misfortune: Evil spirits dog the foes' every step, tripping them at an important moment, poking their eyes when they need to see, and forces them to bark obscenities when they try to give orders. Has a range of 300 meters but can be upgraded to 1 kilometer. Attempts to hit enemies are more likely to fail. Hazardous terrain is more likely to kill them. Basically, they have Murphy's undivided attention for a few minutes.

Fortune Told: The Hag's eyes turn blue as she enters a trance and commune with the spirits, foretelling those close to her about the ensuing enemy encounter. Basically lets the Hag see a few minutes into the future, letting her know what's going to happen to her and those closest to her so they can act on that knowledge.

Form of the Ancient Widow: The Hag invites the Ancient Widow's most powerful spirits within her. She transforms into a grey-haired monstrosity over eight feet in height, with glowing eyes, rusted metal teeth, and long, iron talons. She can magically induce terror (requires enemies to muster willpower), her strength is tripled, her durability doubles, and she becomes slightly faster. All equipment, magical items, and armor vanish when she casts this spell (and will reappear when she lets it go).

Cursed Pledge: The Hag speaks with the pitiless chill of the Ancient Widow, demanding her enemies to enact a deed or suffer her wrath. Pits her willpower against a unit. If they fail she can make them do a single action (like shoot a friendly unit).

Summon Spirits: The Hag summons a myriad of angry spirits to tear and claw at the enemy. Can target a unit 300 meters to 1 kilometer away. The spirits can ignore armor.

Curse of Sickness: This curse attracts disease spirits that sickens or kills those too weak to resist it. They soar in a great swarm around the caster's foes, infusing them with all manner of malign illnesses. Has a range of 200 meters and affects both the targeted unit and those closest to it. The affected become weaker and less durable. The range can be doubled with more effort.

Hag's Curse: The enemy is cursed to age at an incredible rate as the Ancient Widow's spirits leech their youth. Their hair greys and lengthens, their nails yellow and extend, their muscles atrophy, and their eyes and mind weaken. Has a range of up to 300 meters.


RECON

Kossars can be used as scouts, as can various mounted cavalry. Rangers and Sibyrian Hunters can stalk the land unseen to spy on the enemy, prepare ambushes or set traps. Hags can communicate with the spirits of the land or the recently deceased for information. 


PRIMARY
Kossars
Mobility: 4
Training: 4
Max Range: Bow and Arrow
Preferred Range: Varies

The Kossars are the standing army of Kislev. Originally, the Kossars were an Ungol tribe that lived northeast of the Empire. An eastern people known as the Gospodars invaded this region, subjugated the Ungols, and founded the nation of Kislev. During this conflict, the Kossars sold their skills to the Gospodars as mercenaries, fighting against other Ungol tribes. As a result, joining the Kossars is seen as a way of renouncing other ties and escaping a difficult past. The officers accept anyone who can pass the fitness tests, and Tzar Boris granted new Kossars a full pardon for any crimes committed before they joined. This pardon does not, of course, apply to crimes committed after becoming a Kossar.

Offense: For ranged combat they use bows, for melee they use great axes.

Defense: Thick furs to protect against the frigid cold, beneath which is worn plate armor.


Additional Factors: 
-When an Ungol or Gospodar man joins the Kossars, he's expected to leave clan loyalties behind and fight solely for the Tsarina and Kislev. In times of war, Kislev's often volatile mixture of Ungol and Gospodar cultural differences melt away in the face of a common foe. In times of peace, however, clan differences cause friction and Kislev's patchwork conciliatory laws creates more problems than it solves. Over time, the Tzars of Kislev have observed that Kossar morale improves when they're exempted from culturally divisive laws. Minor criminal charges against Kossars are therefore routinely ignored, and their partial immunity has given them an inflated sense of entitlement. Arbitrary punishments have proven mostly ineffective for restoring discipline.

-Contemporary Kossars include both Ungols and Gospodars, and they have more than their fair share of criminals, bored younger sons, and general troublemakers. This structure means they have an even worse off-duty reputation than most soldiers. Their Boyars do not keep records of the number of Kossars executed for their crimes against civilians, as the numbers would be too embarrassing.  


-Kin of the Bear God: Kislevites are renowned for being dour in demeanor and ferocious once roused to battle. Due to their hard bitten nature, they do not scare easily! 

-Hatred of Chaos: After centuries of holding the forces of Chaos at bay, the Kislevites have developed a deep inner hatred for all of their kin.

Gospodar Militia
Mobility: 4
Training: 3
Max Range: Melee
Preferred Range: Melee 

The mainstay of the Kislev people are Gospodars: tall, broad shouldered and blond or red-haired people with deep voices. They are quiet and grim in the face of the outsiders, but in fact they are very sentimental people, with deep love for their families and their land. The Gospodars are a tall, imposing folk with fine features that can seem exotic and strange to foreigners. Their skin is usually pale, though those wandering the oblast will be as weathered as any Ungol tribesman, and their often-straight hair ranges from blue-black to reds and blondes. Some blessed children are born with white or silver hair s which is believed to be a sign the land's spirits have marked the child for great deeds.

The Gospodar Militia consists of men from the cities and nearby villages who take up arms when needed in times of war. Though they lack proper military training, they can be fierce opponents nonetheless, always living in the shadow of Chaos, and always read to protect their homes from those who would seek to destroy them.


Offense: Spears and Halberds

Defense: Varies. Leather armor and chainmail are the most common, worn beneath thick furs. Wealthier cities can afford plate.


Additional Factors: 
-Kin of the Bear God: See Kossars

-Hatred of Chaos: See Kossars

-The powerful and wealthy Gospodars primarily inhabit the southern areas of Kislev. Almost all of the ruling elite, including the Tzars and Tzarinas, come from Gospodar stock, and their language and beliefs dominate Kislevite society. In particular, the Gospodar Cult of Ursun the Bear is the most powerful religion in Kislev, influencing even most Ungol communities.

-Gospodar women, who are renowned throughout the Old World for their fair-skinned beauty, are afforded the same rights as men, which can be confusing to outsiders unfamiliar to such equality. There is no reason that a woman cannot rise to a position of power within the government and the bloodline is traced by the mother's side. Most Gospodar women stay at home, but in the family their authority is absolute and far above that of a man.



Kvassnics
Mobility: 4
Training: 3
Max Range: Thrown Bottles
Preferred Range: ^^ 

Kvassnics are specialized troops who started out as storage masters for the field supplies. During one battle against a goblin horde, the Kislev field camp was attacked behind the lines by flanking Wolf Riders. As the only troops in the camp with everyone else fighting on the field, the Kvassnics had no choice but to defend themselves against the Goblin raiders by any means necessary; in this case - the kvas. By igniting pieces of cloth stuffed into the kvas bottles, the Kvassnics would throw them at the foe, covering them in burning kvas. The goblins soon retreated in terror, their wolves' tails literally on fire!

The Kvassnics were celebrated as heroes by the army after the battle, especially since there was still enough kvas left to do so properly! Since then, Kvassnics are often included into the armies of Kislev as auxiliary troops, where they throw their fiery projectiles with devastating effect. Of course, having constant access to so much kvas could make any man temporarily forget about his orders. Kvassnics are known to turn up to battle in a complete stupor, displaying seldom shown courage and rigor as well as being nothing short of reckless. Most Kislevite generals tend to look past this behavior though, as Kvassnics generally tend to cause more harm to the foe than they do to themselves.


Offense: Kvassnic: Kvassnic, as these weapons are called by the Kislevites, consists of an old rag or piece of cloth stuck into a bottle filled with kvas. The rag is then set on fire and the bottle is thrown at the enemy, where the fire ignites the kvas and sets anyone unfortunate enough to be hit ablaze.

Defense: Padded Armor underneath thick fur. They can't wear heavier armor, as their job is to move in quick, then get out quicker.


Additional Factors: 
-What the heck is Kvas? Kislevites live in a harsh land under constant threat of invasion. While this has instilled a seriousness in these people, it has not diluted their love of celebration one bit. If anything their love of revelry has increased with the hardships they have had to endure, as they have learned that life is fleeting, and any excuse to enjoy what they have been given is not to be squandered. One of the products of this love of life and celebration is a strong alcoholic spirit called kvas. The word kvas translates as "sour milk" and is, after water, the most popular drink in Kislev. It is also one of the country's most famous exports, though most inhabitants of the Old World find it too harsh for their palates. Kislevites take such enjoyment in this drink and regard it as something almost magical. Mothers give kvas to their families to ward off sickness and to keep them warm in the long winter months and warriors indulge both for luck and courage. Outsiders often scoff at the reputed properties of this liquor, but it must be said that a Kislevite army that is well supplied with kvas certainly fights better and in higher spirits than one without.

-There is always a chance that a Kvassnic will turn up to battle drunk. If they do, they tend to be much more reckless and stupid in battle, though you do get the occasional mean drunk who's even more violent and battle-crazed. Commanders try to keep this sort of behavior under control, or at the very least make sure the drunks don't hurt their fellow Kislevites.  



LINE-BREAKERS

Streltsi
Mobility: 4
Training: 5
Max Range: Rifle
Preferred Range: Rifle 

The Streltsi were originally a rota of Kossars from Erengrad. Led by Boyar Boydinov, an eccentric noble obsessed with the Empire - they wielded pole axes rather than axes, mirroring the halberds favoured by the State Regiments of Ostland. In 2345 IC, whilst driving back a Chaos horde alongside Empire allies, the wide eyed Boyar witnessed Imperial black powder for the first time. His Kossars were changed forever. Now, many years after the death of Boydinov, the Streltsi are the foremost masters of firearms in Kislev, using weapons once viewed with fear and superstition. Soldiers from across Kislev travel to Erengrad to earn the crossed "berdische and musket" badge, which is awarded to any who train with the Streltsi for more than two seasons.

The streltsi can shift suddenly from a disciplined line of calm, almost machine-like handgunners to a raging horde of axe-wielding berserkers in an instant, often terrifying even those foes brave enough to cross the wall of gunfire they lay down.


Offense: Halberds for melee, muskets for distance. They can rest their muskets on the crook of the halberd, improving their aim.

Defense: Chainmail and leather worn beneath furs.


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-When not fighting, Streltis spend most of their time training.

-In his last will, Prince Boydinov ordered that a considerable part of his fortune be used for the upkeep of a regiment of handgunners. This tradition endures today, but because Kislev is a poor country, only the city of Erengrad is able to support a regiment of Streltsi.

-A band of brothers: Streltsi are brothers, trained together, fighting together and, when it happens, dying together, all of which they accept with typical Kislevite fatalism.

-A band apart: At war, the streltsi march with other troops, but also keep themselves apart - they are elite, and have their own pack-boys, wagon trains, and so on. They mark off their encampments when the army pitches camp for the night, and few cross those lines of ribbon without good cause.

-Every streltsi names his weapon, though not until after it has killed a man - or at least been fired in war at an enemy. It is said that at that time, the weapon tells the wielder its name. Using a fellow streltsi's gun can be done in times of crisis, but it is said that doing so without permission is a worse offense than sleeping with his wife.


Bear Pack
Mobility: 4 (5 for bears)
Training: 4 (3 for bears)
Max Range: Melee
Preferred Range: Melee 

Bears are regarded as sacred to the Kislevites - they are agents of one of their ancient tribal gods - and bears play a large part in traditional tales. It features in the myths and legends of both tribes and is venerated by the powerful Cult of Ursun. Bears are perceived as living embodiments of the land's enduring might and strength, and the struggles all Kislevites must endure. Therefore, boyars often recruit bear tamers to support their armed forces, keeping bears as inspiring mascots and sometimes for use in war.

The bear's aggressiveness is encouraged, although priests of Ursun and bear-tamers can walk among them unharmed. To give them a taste for human blood, criminals are sentenced to be dropped into the bear-pits, and the ensuing carnage draws large crowds. In times of war, to demonstrate that Ursun protects Kislev, the priests drive the bears to the battlefield, and set them loose against the enemy ranks, where they cause mayhem. Bears that die in the service of Kislev are given solemn military funerals. Sometimes high-ranking Boyars commission bear tamers to train bears as battle-mounts, the ultimate symbol of power. These tamers are among the most well-paid and well-respected.


Offense: Bears have teeth and claws, the tamer has a battle-axe

Defense: Bears have thick skin, and some are given leather armor. Bear Tamers typically keep their distance from combat, but they may have some plate or leather armor depending on the wealth of the person that commissioned them.


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-As a mark of respect to Ursun, Kislevite bear tamers prefer their bears companions to retain a spark of wildness, so they use bears captured in the wild rather than those bred in captivity. The hunt for young bears begins in spring, when the cubs born at the end of winter emerge from their dens. The bear tamer joins the hunt, along with a priest of Ursun to bless the hunters. A mother bear is highly protective of her young, but killing her is prohibited, so cunning is employed to snatch a cub. Dozens of hunters perish each year, although there are many volunteers; it is a great honor to join a successful hunt.

-A bear tamer regards a captured cub as his child. It undergoes a naming ceremony at a temple of Ursun, and will feed from the family table. When the bear grows to maturity, it is housed in a cage outside, decorated with household trappings to make it feel at home. The bear will be taught to dance or play-wrestle, skills that will attract crowds at fairs and festivals. Popular bears can become celebrities, and can earn their tamers a small fortune.


Sons of Ursun
Mobility: 5
Training: 6
Max Range: Melee
Preferred Range: Melee 

High atop the sacred Ice Mountain stands a great temple dedicated to the Great Spirit Bear. It is said that this fortress monastery was founded by Boris Ursa the Forever Tzar, and that the warriors who serve are descendants of his most noble knights. The temple of the bear god is built over labyrinthine enclosures leading to bear pits where many bears are kept. In times of trouble it is supposed that the bears will protect the people - and this is indeed the case as the temple keepers drive the bears out to fight the enemies of Kislev. These great creatures are ridden to war by the noble Sons of Ursun, the greatest warriors of the Kislevite army.

Great White Bears guard the iron gates of this formidable place and the time of its inhabitants is devoted to the learning of the arts of war. Rarely do they ride to war, these Sons of Ursun, perhaps only once in a century. But when they cross the High Pass over the World's Edge Mountains and brandish their proud standards, Kislevites take heart and their enemies flee before these mighty knights and their fearsome steeds.

No other regiment in the army of Kislev typifies them more than the Sons of Ursun. Heavily armored knights atop War Bears, they are a symbol of Kislev itself. They venture forth from their fortress monastery in times of great need to take their place at the front of the army as their most feared and respected warriors.


Offense: Broadsword and Axes.

Defense: Heavy Plate Armor and Shield

Special: Mount: Bears (Typically Polar), the bear will be given light armor, and can attack with tooth and claw. 


Additional Factors:
-Kin of the Bear God

-Hatred of Chaos

-Rare 



RAPID RELIEF

Druzhina
Mobility: 5
Training: 5
Max Range: Javelin
Preferred Range: Melee

During the Great War of Chaos, the Tzar Alexis lost the two armies he sent to fight the gigantic Chaos army that threatened to engulf the world. In a desperate bid for fresh troops, he promised to free any man from taxes who could bring a horse and weapons. This proved to be a success, as later battles demonstrated. Today, the arrangement differs slightly from the original edict of the Tzar Alexis. The blue-blooded men who can ride to war when the ruler of Kislev calls are freed from taxes for one year each time the Tzar summons them. These men are known as Druzhina, and their flexibility and diverse equipment is valued by the Kislevite generals.

Eager to prove themselves and find adventure, these sons of Kislev's aristocracy, often second sons or the sons of poor Boyars, flock to battles. These are minor Kislevite nobles, men who can afford a horse and decent equipment so they can ride to war when called upon. This gives them the right to own land and also lessens their taxation a great deal. During times of war these nobles form their own regiments in a Kislevite army, and they look most impressive with their ancient armor and weapons, as most of these prized artifacts are handed down from father to son. These young adventurers wear light mail or light brigandine armor and often have a javelin to hurl at their foes, as well as an axe for hand to hand combat. Their armor and weapons are rather old fashioned but deadly nonetheless, and the swords wielded by them are often family heirlooms that have drawn blood in countless battles.

Offense: Javelin and Battle-Axe

Defense: Light Mail or Light Brigandine Armor

Special: Mount: Warhorse


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-The Druzhinas are the lowest rank of formal nobility among the Gospodars. Many Atamans hold this rank, as do a significant number of rotamasters. The rank is traditionally hereditary, but the Ice Queen has recently starred making individual druzhina for life in return for great service to the Tzarina or the state or for financial contributions. She has even extended this privilege to some Ungols, which has created some discontent among both Gospodars and other Ungols. Katarin often uses the rank of druzhina to reward influential individuals who publicly affirm and support her power and authority. These rewards are almost always for life, but she has occasionally granted a druzhina the right to pass the right on to his heirs.


Winged Lancer
Mobility: 5
Training: 5
Max Range: Melee
Preferred Range: Melee

The winged lancers are a Gospodar tradition, and most Gospodar stanitsas support a rota of them, often consisting of nearly all the men of the settlement. These mounted warriors are famed for their elaborately decorated armor, most especially the large, feathered "wings" mounted on their back that make an eerie sound when they charge. The rest of the armor is decorated as richly as the stanitsa can manage - as a matter of pride - and the warriors only don their armor immediately before battle to avoid damaging it in everyday use. Unsurprisingly, their primary weapon is the lance, but they also use swords for closer fighting, often discarding their lances after an initial charge. While not as maneuverable as the Ungol horse archers, they are still a highly mobile force and the mainstay of Kislevite armies. They are, however, not full-time soldiers and often seem more loyal to their home than to the Tzarina. Nevertheless, they fight bravely against Chaos, and so the Ice Queen is more concerned with other political problems.

Offense: Lances used in the initial charge, followed by swords.

Defense: Very Fancy Armor described above

Special: Mount: Warhorse


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-The Eagle & Tradition: The royal houses of Kislev have held the eagle to be a sacred bird for time immemorial, and this is commemorated in a secret ritual that every would-be winged lancer must complete. Armed only with a bow, five arrows and a knife, the young man leaves his settlement and ventures into the wild. His mission is clear - he must return within five days with an eagle that he has slain. The eagle's feathers will be used to  decorate his distinctive back banner and will mark him as worthy to ride with the winged lancers.

This is the tradition. Alas, that in many Gospodar communities it is more practiced in the breach. Some richer families hire professional hunters to accompany their sons into the wild. The youngster must still take the shot himself, but he is aided by the hunters, who are expert in the location of nearby nests. While not technically a violation of tradition, grizzled veterans derisively call such practices "cheating the eagle". Rumors circulate that some some noble sons even let the hunters take the shot, plunging an arrowhead into the eagle's corpse only after the veteran huntsmen have brought it down. If such an allegation were ever proved, the winged lancer in question would be drummed out of his rota in disgrace.



Ungol Horse Archers
Mobility: 6
Training: 4
Max Range: Bow
Preferred Range: Bow 

Ungol horse archers are expert marksmen and are celebrated as some of the finest light cavalry in the Old World. Their skills with scimitar, spear, and horse bow are expertly honed hunting kyazak on the Endless Steppe, a land they constantly patrol at the order of the Tzarina. Among the embattled Ungols of the Troll Country, all able-bodied individuals are required to fight, especially when Chaos marauders attack. Thus, it is common to find women among rotas of northern horse archers, a tradition southern Kislevites sometimes find difficult to accept.

These mounted warriors are auxiliaries drafted in from the savage northern tribes of Kislev. They are fierce warriors, but lack the discipline of the regular army. They delight in running rings around their opponents, peppering them with arrows and dodging away before the enemy can retaliate. They wear little or no armor and carry swords, yet make up in numbers what they lack in terms of equipment.


Offense: Scimitars, Spears, Bows

Defense: None

Special: Mount: Warhorse 


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-Ungol women are prohibited from switching clans by way of marriage, which means that Ungol men must often leave their stanitsas to find eligible wives. Horse archers are especially inclined to marry women from other clans because their patrols bring them into frequent contact with neighbors. When a horse archer marries into another clan, his original clan is paid a dowry for the loss of a valuable warrior.

-Because horse archers hold such prominent status on the steppes, they are accustomed to receiving warm hospitality wherever they go. This sense of entitlement can make horse archers appear arrogant, but if welcomed they are genuinely helpful and appreciative guests. The Ungol codes of hospitality are taken very seriously, even in lands where they aren't enforced by law. Horse archers often have difficulty adapting to non-Ungol cultures, so usually emigrants resettle to the Kislevite ghettos of foreign cities

-Horse archers who emigrate south remain faithful to their gods Ursun, Dazh and Tor. Those who fight alongside men of the Empire may also pay respects to Taal or Ulric. Kislevites are generally wary of discussing their beliefs with superstitious foreigners, for the difference between spirits and daemons is often misunderstood. Ancestor spirits are revered openly, however. For a culture without a written tradition, oral history is the only means of preserving its greatest legends.


Gryphon Legion
Mobility: 5
Training: 6
Max Range: Melee
Preferred Range: ^^ 

The most famed regiment of Winged Lancers are the Gryphon Legion. Born to the highest ranking nobles, these knights travel far and wide and operate as mercenaries when not called to battle by the Tzarina herself. The regiment was founded as the bodyguard of Tzar Gospodar IV. They became semi-independent after an expedition into the Worlds Edge Mountains that encountered a great many beasts of Chaos. Their commander at the time, Vladic Dostov, slew a Griffon singlehandedly and kept its body as a prize. From then on, they took the name Gryphon Legion and have always worn wings made from Griffon feathers upon their backs. The Gryphon Legion spends most of its time fighting for wealthier nobles in the Empire, but is sworn to respond to the call if the Tzar or Tzarina commands. This is unusual, however, as most threats can be dealt with by the regular Winged Lancers and Horse Archers.

Offense: Lances and Cavalry Sabers

Defense: Plate Armor

Special: Mount: Warhorse 


Additional Factors:
-Kin of the Bear God

-Hatred of Chaos

-Their bravery knows no bounds. Whether it be Chaos monsters, Ogres, or dark magic, they will not panic and flee.



Brotherhood of the Bear
Mobility: 4 (5 on horseback)
Training: 6
Max Range: Bow
Preferred Range: Ambush! 

The worship of Taal is still very strong in Kislev. The Brotherhood of the Bear is an order of Ranger- Templars dedicated to the God of Nature and Wild Places. It is an order which specializes in skirmish actions in forests and rough terrain. They ensure that isolated settlements are safe from incursions of Beastmen and some even venture into the Taiga (an extremely dangerous stretch of coniferous forest to the north of Kislev) where they use their skills to destroy entire warbands of Chaos, using ingenious traps and their knowledge of the area to lead them into fatal ambushes. It is important that the Ranger-Templars undergo these periodic raids into the Taiga to stem the tide of Chaos incursions into the sparsely populated Translynsk and to prevent warbands from penetrating into Kislev itself. Aside from hunting Beastmen in the forests, the Brotherhood of the Bear also strives to protect places sacred to Taal. The Brotherhood has friendly relations with the White Wolves and sometimes they join forces in order to eradicate a particularly large Chaos force.

Tzarina Taira Pavlovna formed this unusual knightly order four centuries ago as an answer to the pleas of the Kislevites who lived on the borderlands and were constantly harassed by marauding Orcs and Chaos Warriors. These men are trained in ambush and guerrilla warfare and their superior equipment and careful training have guaranteed many great victories during the years. This military order of Ranger Templars specializes in skirmish actions in forests and rough terrain.


Offense: In open combat they use spears, swords, bows, and throwable hunting knives. However, they are also experts at setting traps and killing enemies without the enemy ever seeing them.

Defense: Animal Skins and Tough Hides; Camouflage.

Special: Mount: Warhorse


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-Masters of the Ambush

-Masters of fighting in thick forests

-Specialize in fighting beastmen
 


Droyaska
Mobility: 5
Training: 7
Max Range: Melee
Preferred Range: Melee

The Droyaska are the greatest fighters in the Kislev nation. It is a title that only the Tzar or Tzarina herself can formally grant - and more often than not, entire generations will pass by before a new warrior is deemed worthy of the title of Droyaska. They are the equal of any they face - all have been fought, and triumphed over by a Blademaster. Their speed with a blade is blistering, said to be only bettered by the Elves, and even then, many doubt that.

While the formally titled Droyaska are a rare sight indeed, there are plenty of skilled fighters that sometimes band together in the armies of Kislev. Practicing sword fighting for many hours a day, these men all seek to become the greatest fighter of Kislev and prove themselves in the eyes of the Tzarina, and what better way to do than to slay her foes on the field of battle?

Those wanting to be Droyaska fight in smaller groups as skirmishers with one wonderfully crafted curved blade in each hand, slashing at the foe before they can react. They wear no armor to prove that they only need the skill of their sword arm to survive, and become a whirlwind of destruction as they slaughter their enemies in droves.

Offense: A single blade in each hand

Defense: None, they believe their skill alone is enough to protect them.


Additional Factors:
-Kin of the Bear God

-Hatred of Chaos

-Droyaska means "Blade Master"

-A Droyaska is a title, which unlike those of the Imperial Generals and Templar Grand Masters, is not bestowed by skill with commanding troops, but purely by skill with the sword. Usually, the Droyaska is a personal champion of the Tzar before they become a Blademaster, almost undoubtedly rising up from the ranks of the Gryphon Legion.


Hawks of Miska
Mobility: 7
Training: 2
Max Range: Melee
Preferred Range: Melee

It is said that the great blue hawks of the World's Edge Mountains once warned Miska of an ambush her enemies had planned for her and the grateful Miska cast an enchantment over these creatures. Since those times, Kislevite armies are often accompanied by great flights of these majestic birds, which they regard as a sign of divine favor. The hawks are swift fighters with sharp talons and guided by the magic of Miska, they attack the enemies of Kislev with great fury, screeching their terrifying screams as they descend upon their enemies.

Offense: Pecking beaks and scratching talons, with wings that buffet folks about the head.

Defense: None, though the blessing of Miska makes them slightly resistant to magical attacks.


Additional Factors:
-Their presence can raise the morale of the Kislevite army, as they are seen as a divine favor. 


SHOCK & AWE
War Wagon
Mobility: 3 (0 in Defense Mode)
Training: 4
Max Range: Rifles
Preferred Range: Rifles 

The nomadic tribes of Kislev often move across the steppe using huge wagons pulled by many horses. When they are attacked these wagons form a defensive circle with the entire tribe inside. From this tradition the Kislevites have developed a military wagon - smaller and better armored than the original steppe wagons, armed with small cannons and crammed with warriors. On an open battlefield - such as the steppes - these provide solid defensive barriers to the enemy's advance.

The body of the War Wagon is a rectangle of stout planking to the height of a man. Fixed to the top of these sides with hinges are additional boards. These can be raised and fixed in place forming a tall shed like structure. The sides of these boards are split slightly to allow Kislev marksmen to fire on the enemy with maximum protection.

War Wagons are usually further modified with doors or a ramp on each side to allow the crews to bring their great axes to the defense of their cargo. Slung below the body of the War Wagon is another hinged large plank, pierced with firing slits. This plank can be lowered to close off the space under the War Wagon allowing the Kislevites to fire from comparative safety.


Offense: The Wagon has no weapons itself. The men inside are usually armed with rifles and battle-axes.

Defense: See Description.


Additional Factors: 
-Once set into its more fortified mode, it takes awhile for the wagon to pick back up and become mobile again. 

===============
Urugan Cannon
Mobility: 3
Training: 4
Max Range: Artillery
Preferred Range: Artillery 

Kislev is a land of long, freezing winters and short, harsh summers. Because of this unfriendly atmosphere, the use of gunpowder weapons has always been rather limited. The Urugan Cannon or "Alexander's Organ" as Kislevites call it, is a notable exception. The Urugan Cannon, named for the sharp, screeching sound that it makes when fired, is a lightweight cannon that works on the same principal as the Repeater Weapons of the Empire. It consists of several light, small barrels and a carriage that includes a protective screen for the crew and two wheels that enable the crew to move it from place to place quickly. The Urugan Cannon shoots a virtual hail of lead shot, filling the air with whistling death. While much of the gun's ammunition is wasted and the power of the Urugan Cannon is less than that of a regular cannon, it is almost impossible for the target to avoid being hit. Because the Urugan Cannon can accompany the main units as they advance upon the enemy, it is much favored by Kislevite Generals who are famous for their aggressive tactics.

Offense: See Description

Defense: The cannon is metal, it has some wooden screens.


Additional Factors:

Armored War Bear
Mobility: 5 (4 for Bear Tamers)
Training: 3 (4 for Bear Tamers)
Max Range: Melee
Preferred Range: Melee 

Since the time of Boris Ursa, the Kislevites have brought tamed War Bears with them when they muster to do battle. They are a menacing sight on the battlefield, each bear easily able to tear the limbs from a man.

The powerful men that train these bears are known simply as Bear Tamers, and the best of them are widely renowned among the people of Kislev. Bears can be trained for martial purposes as well, and Bear Tamers are often recruited into the armies of Kislev, where they enjoy a special status among the soldiery. Bear-Tamers are hulking strong men, even among their Sibyrian kindred. This is of course, for beasts of the Taiga respect only brute strength. Their role is to lead the bears into combat and keep them in check on the battlefield, either by growling orders or using hand gestures. It is no small task being able to tame one of the Great Bears of Kislev, and these individuals are highly respected.


Offense: Teeth and claws. These bears are strong enough to tear a man limb from limb. A bear hug from these can snap the spine of a fully armored knight. The Bear Tamers typically have spears or halberds, though they prefer to let their bears do the fighting.

Defense: The bears wear thick armored plates over their back and arms, though their heads are exposed. Beneath that armor is thick fur and muscle. The Tamers wear thick plate and padding.


Additional Factors: 
-Kin of the Bear God (Bear Tamers only)

-Hatred of Chaos (Bear Tamers only) 



Great Bear
Mobility: 4
Training: 2
Max Range: Melee
Preferred Range: Melee

There is no creature more important to the Kislevites than the bear. He is more than just the symbol of the land, a god, and a king; his image is more than just a rallying figure for armies and proud citizens. The bear shares his life with the people of the Oblast and shares their struggles. When winters are harsh, he goes hungry just as they do. When spring comes again, he takes his young to the river to play just as they do. In summer's bloom, he trains his young to hunt, and he hunts as well as any man - the only difference is that the bear hunts men, and men hunt the bear. Despite this, the bear is not an enemy so much as a healthy competitor. It is right to be wary of the bear and fight to drive him back to his own lands should he come out of the forest or caves - but so, too, will the bear fight to protect his home, and so, too, is he wary of the rifle, the blade, and the bow.

Offense: Razor sharp claws and teeth.

Defense: A Thick Hide


Special: Variant: Ice Bears: In the far north live the enormous ice bears. These creatures use their white fur to hunt invisibly on the tundra. They are frequently man-eaters and can smell such prey from miles away. To hunt and slay an ice bear is a deed worthy of many songs; to tame one, as Boris Ursus did, is a deed of legend.

Additional Factors: 



SPECIALIST SUPPORT

Boyars
Mobility: 4
Training: 6
Max Range: Varies
Preferred Range: Varies

The spirit of stubborn independence that makes Kislev such a formidable nation of warriors means it is only with the support of the nobility that a ruler can maintain control. Beneath the Tzarina are a number of high-ranking nobles known as Boyarin, each of whom commands an army in times of war. Each Boyarin is a hereditary ruler, the title passing from father to child (boy or girl), and the lands and villages nearby owe him fealty and loyalty. In return, the village can expect protection and support from the local lord in times of famine and war, but they are beholden to answer his call to battle.

They are invariably equipped with national heirlooms of great power and on the battlefield act as living icons to remind all those present in the army how proud their Kislevite heritage is. The fact that many of the warriors serving under a them are from the Ungol tribes and as such have little in common with the Gospodar noble does little to dampen their valor that his presence commands. It is the Boyars who lead the Kislevite armies (known as pulks) into battle and it is because of their standing and connections that they are invariably equipped with finely wrought armor and weapons much of which dates back centuries and has been enchanted in some way.

Offense: Whatever weapon they want, with a high chance to have a magical one

Defense: Whatever armor they want, with a high chance of it being enchanted.

Special: Variant: Hetman: In each stanitsa, the people are led by a Hetman, a man who has displayed the qualities of a warrior and leader and whom the villagers respect. Where the title of Boyarin is passed from father to his offspring, the hetman of a village earns his place, whether he seeks such office or not. The Hetman must see his village through times both good and had and rule his people with wisdom and courage. He will be a battle-proven warrior who can command the defenses of his village should it come under attack from raiders or tribes of Orcs and Goblins. Many noble families and Boyarsin can trace their origins back to a Hetman of a humble stanitsa, though most prefer not to.


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-When the Tzarina gathers her armies, the Boyarin send riders out to the villages for which they are responsible, and a muster of warriors begins with a speed that puts most other nations to shame. Where the men of other nations might only fight when their own lives are threatened, Kislevites have a strong bond with the land and its people, and the idea of invaders despoiling their homeland is abhorrent to them. It is considered a great honor to fight for Kislev, and there is no shortage of brave young men who seek glory and honor as a horse archer or lancer.




"Eat your heart out Elsa!"
Ice Witches
Mobility: 4
Training: 7
Max Range: Battlefield
Preferred Range: ^^ 

Every year, ice witches emerge from the frozen oblast to assess shivering Gospodar girls. The rare girl demonstrating magical talent is taken away and is unlikely to see her family again. Barely old enough to be called women, these apprentices-to-be are led into the depths of Kislev's cruel winter, and there, they are taught the ways of the Khan-Queens of old. Those who survive (and many do not) are forever changed: they are cold, aloof, mature well beyond their years, and very aware of their insignificance beside the might of the Ancient Widow's glacial heart. Eventually, these successful apprentices will be released from their mistresses and allowed to venture forth as "maidens of the ice".

The ice witches of Kislev are feared and respected throughout the Old World. They are the darkest winter, the coldest ice, and the cruelest blizzard, and few can bear their presence for long. But being an Ice Witch is more than simply practicing Ice Magic and defending Kislev from its foes, the witches are part of an ancient sisterhood that has long influenced and often ruled the Gospodar tribe - and still does to this day. They are in touch with the wintry spirits of the land amid the frozen flows of magic surging through it: thus they work hard to preserve the old ways and ancient places, keen to ensure their pristine magic remains unsullied and pure.


Offense: The Lore of Ice

Defense: Magical Barriers


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-Highly trained in the art of survival, able to live in the frozen wilderness of Kislev for years without aid from the outside world.

-For many, the challenges inherent in being a Frost Maiden too daunting and too lonely. Many of these use their knowledge to help others without embracing the solitary path of a Maiden of the Ice. For those who remain steadfast and determined in the face of the countless challenges, however, the rewards can be significant. The prospect of unlocking further mysteries is certainly apparent, but not to be overlooked is the surge of self-confidence and growing awareness and acceptance of one's abilities and personal limitations.

-Upon completing their initial training and earning their release from their mistresses, the former Apprentice's eyes turn an icy shade of blue, -- almost overnight. No matter their former complexion, upon completion of their apprenticeship, the soon-to-be ice maiden's skin adopts an almost translucent paleness, and is slightly chilled to the touch.

-When apprentice witches finish their training, they are released from their mistresses to seek a deeper understanding of Ice Magic. To do this, they must mirror the Ancient Widow as closely as possible, so they swear vows of chastity (to represent being widowed) before forging forth with cold determination in their hearts. Maidens of the ice can be found in the most unlikely places as they quest for understanding, but most commonly, they wander the frozen Oblast, facing kyazak, the land's spirits, and ferocious Greenskins with equal resolve. A Frost Maiden's vow of chastity ends when she gains insight into her wintry magic and becomes a full ice witch; however, for some, this understanding never comes, and they remain forever alone.


Hag Witches
Mobility: 3
Training: 6
Max Range: Battlefield
Preferred Range: ^^ 

Few Ungol women develop magical powers without first demonstrating "The Sight". Thus, most hag witches - women who can invoke the spirits of Kislev - were wise women first. Their powers are said to be a blessing and a curse, for although the hags can undoubtedly aid their local communities, the spirits demand a high price for their compliance; premature aging. Because of this consequence, most wise women dread the possibility of the spirits answering their call. As well as the wise women, those who suffer a great loss - such as the death of a husband or child - may also be chosen by the Ancient Widow and gain an intimate understanding of Kislev's tormented spirits. Hag witches who come to power in this way often live alone, grieving for their lost loved ones and fading youth.

Offense: Hag Witches are magical users that utilize spells from the Lore of the Hags

Defense: Magical Barriers, and many possess a magical sight to forewarn them of danger.

Special: Variant: Hag Mothers: The legendary hag mothers are very powerful hag witches, known for their powers of divination, healing, and their influence over the Ancient Widow's spirits. Most eke out simple lives in rustic huts far from the communities they watch over. These hag mothers rarely leave their haunted homes, forcing those seeking their aid to undertake arduous journeys to reach them. However, a few hag mothers do wander Kislev, following wherever the spirits lead them and sharing their knowledge. Although most appear impossibly old and bent - their twisted spines creaking alarmingly at the smallest movement - many retain their youthful vigor and can be unexpectedly spry.

Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos 

-Hags are generally distrusted in Kislev, and no one likes to be near them out of superstition. This fear oddly seems to fade when that person wants or needs something from the Hag. 

-Other variants of Hag Witches: The hag witches have dealt with Kislev's spirits for countless generations. In that time, several distinct traditions have formed. The koldunja, or spirit witches, are hags who rend the spirits of the land and are called upon when the spirits need placating, banishing, or summoning. The vorozheja, or fate witches, specialize in communicating with spirits of fortune and are consulted by those wishing to know the future. The znarkhada, or folk witches, ward against the influence of Chaos and tend all manner of ailments plaguing their communities. But no matter what ancient traditions a hag practices, all are known for one power above all others: their ability to curse their enemies.



Priests of Ursun
Mobility: 4
Training: 7
Max Range: Battlefield
Preferred Range: ^^

Ursun is the God of bears and patron of Kislev. His cult was introduced by the Gospodars almost a thousand years ago and is now the most powerful in the land. The Cult of Ursun is strong but far less organized than the cults of the Empire Gods.

Each town or village with more than one follower of Ursun will have a priest (sometime called a speaker), typically the strongest or largest among them. The priest speaks for all his followers and for the will of Ursun, letting his village and fellow worshipers know what the bear God wishes. He is also responsible for leading hunts, punishing those who break the strictures, and overseeing the initiation of new members and new priests. Those wishing to take the role of priest muse go into the wilderness alone with only bow and knife and bring back a tamed bear. While rarely fatal, it can take years for an aspirant to find a suitable animal.

Priests of Ursun tend to be wild individuals, and many wear sacred skins and holy bear bones. Those calling upon Ursun are often uncomfortable around the trappings of civilization and frequently grow lethargic in winter.

Offense: Battleaxe

Defense: Bear Skin and bones

Special: Variant: High Priest: At times, Ursun is known to choose a great high priest, who is the chief priest of all of Kislev. Ursun speaks to him about the fate of the whole land and the path of its people. High priests are found through signs and portents - perhaps a child horn with a bear-shaped birthmark may be destined for such a role; a chief priest who slays a terrible ice bear may he called by Ursun to be his voice, The high priest before Boris Ursus, the shaman Hagrim Bear-Brother, was lost in the snow as a youngling and found alive the next spring in the care of a mother bear. And the tale of the choosing of Tzar Bokhar is well known. Like the chief priests, the high priest is responsible for ensuring all the people of the land show proper respect to Father Bear. When the high priest is close to death, he is often given a vision of the next high priest, allowing the title to be passed on.

Special: Growling Fury: The Priest's Chants fill his warriors with implacable, ferocious rage.

Special: Divine Power: Priests of Ursun may call upon their god to increase the power of friendly wizards or hamper enemy wizards.


Special: Prayers of Ursun: Priests know the three Prayers listed below:

-Unyielding Ursun: The priest's rousing prayers tap deep into Kislevite national pride, making them stubbornly dig in their heels and give no more ground to the enemy.

-Ursine Strength: The priest's chant grants his warriors some of Ursun's strength. All friendly units that hear his pray have their strength doubled.

-Winter's Sleep: The priest's chants bring the deep sleep of winter upon their enemies. All enemies who hear the prayer begin to slow down and become sluggish, their eyelids heavy. If they cannot muster their willpower, they will fall asleep right there on the battlefield.


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos
 

Rangers
Mobility: 5
Training: 6
Max Range: Bow
Preferred Range: ^^

Kislev is a wild and untamed land; a place of endless horizons, rocky steppes and icy tundra, its plains stretch as far as the eye can see. It is here that the rangers are in their element. Capable of great endurance, traveling on foot for days at a time, they negotiate this hostile land, patrolling its borders, ever watchful for dark forces. Kislev lies deep in the heart of the icy north and many of its towns and cities are not far from the dreaded Chaos Wastes. Many times have rangers been the first to encounter such abominations as they wander mindlessly across the lands, savagely attacking any they find.

Kislev Rangers have much experience fighting such creatures and are adept at felling large monsters from a distance with their preferred weapon - the bow. With hawk-like vision and blade keen instincts, many foul beasts have been slain by a ranger's arrow, the sleeping civilians unaware of the danger at their very doorstep. They are also good swordsmen, like most Kislevites, taught to fight and ride at a young age. It is the way of the ranger to travel light, and they seldom wear much armor or carry weighty packs or provisions. They must be at one with their environment and live off what the land provides. A bow, sword and a cloak to ward off the worst of the weather is oft all a ranger carries on their travels.

Offense: They specialize in ranged combat with the bow, but do have a sword or axe for melee combat.

Defense: Stealth and Distance

Special: Animal Calls: If wholly within a wood, the Kislev Ranger may use animal calls to confuse and confound his enemies.


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-Although they are capable warriors, the true strength of a ranger lies in the ability to track. Having traveled the length and breadth of Kislev and beyond, these rangers are excellent scouts and guides, and many warbands and generals hire them for just this purpose. Many times, has it been, when a ranger's warning has averted an ambush or found a clear route through perilous conditions.

-Heart Strike: Rangers often battle against large monsters that roam their native borders. They have grown particular adept at felling such beasts with a single, deadly arrow strike.

-Perhaps most peculiar of all, is that many of the rangers are women. Most of the men folk of the northern lands are committed to its protection from the ravaging armies of the Kurgan marauder hordes and the other servants of Chaos. It is the women then, often those shunned by their families or banished for some misdeed, that range out from their homes, perhaps hoping to redeem themselves or even make their own fortunes in the perilous lands beyond.

-At heart they are loners, particularly so with Kislevites, whose strong culture makes them feel alien despite their wanderlust.



Kreml Guard
Mobility: 4
Training: 7
Max Range: Melee
Preferred Range: Melee

The Kreml Guard is the hand-picked elite of the Kislevite infantry. They form the bodyguard of the tzars or tzarinas and watch over the palace of Kreml, "The Hill of Heroes" where the rulers of Kislev live. The Kreml Guard was formed on the orders of the dreaded and insane Tzar Igor the Terrible. He was such a paranoid ruler that he saw traitors and assassins in ever shadowy corner, and thus he felt that he needed to be guarded day and night. While his bloody regime is only a dark legend now, the Kreml Guard endures to this day and a position in this black-clad regiment is much sought after.

Through the years the Guards were used to guard not only the royal family of Kislev, but also the greatest amongst the military commanders at times of war. The Kreml Guard are veterans of hundreds of battles against the northern tribes, having faced and vanquished not only the marauder chefs but also the occasionally encountered Warriors of Chaos and monsters from the wilderness.

Wielding the mighty 'berdiche' these axemen strike fear into the hearts of their enemies, just before striking into the hearts of their enemies! Kreml Guards receive plenty of training to wield their fearsome two-handed axes and are armored appropriately with armor from mail up to heavy brigandine. Many Kislev generals use these men as shock troops softening up enemy formations.

Offense: The Berdiche

Defense: Mail to Heavy Brigandine


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-Secret Police: The Kreml Guard is also a recruitment pool for Katarin's secret police (or Chekists). Ungols who serve in the Kreml Guard are watched closely. The most trusted are enticed with rewards to train with the Chekists and return to their home villages as "legal advisers". Their mission usually involves persuading village elders to "modernize" outdated Ungol laws. Gospodar Chekists are occasionally recruited from the Kreml Guard as well, but not as frequently, or deliberately, as Ungols. Kislev's regular Kossars are becoming resentful of the Kreml Guard, having watched them receive additional wages and perks even as their own wages are lowered.



Chekist
Mobility: 5
Training: 5
Max Range: Varies
Preferred Range: Varies

The chekist are the Tzarina's secret police. Their existence is not secret, and they have a lot of open members, but they also have spies searching for signs of corruption and opposition to Katarin's rule. The chekist are - by decree of the Tzarina - infallible in their interpretation of the law. Whatever they say is the law, is the law, and the penalties they select are always appropriate to the crime in question. They never convict the wrong people, and while they may arrest and torture people who prove to be innocent, that is no fault of the chekist.

Offense: Whatever weapon they require in the course of their duty.

Defense: As they are the "secret" police, what exactly they wear varies. They can take whatever armor they want, and usually try to pick armor that better helps in whatever role they're trying to fill.

Special: Mount: Warhorse


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-Fight or Die! : The Chekist have the right to condemn and execute anyone they consider a traitor to the cause. As a result, the presence of nearby Chekist "encourage" the soldiers of Kislev to fight all the harder.

-Each chekist has a network of informers that they cultivate wherever they go. These more frequently provide information for a little coin, but some do so for the good of the homeland and the Queen. Chekist's informers provide regular reports, just as the chekists themselves must account for their own actions on a daily or weekly basis if at home, or weekly to monthly while in the field. Chekists have no desire to be needlessly cruel, and those within their ranks who are will ultimately find themselves suffering the same fate as those they tormented - at the hands of the chekist.

-Very few men can take the strain of such constant vigilance; many chekist agents retire from the ranks after only a few years of active service. The ruthlessness necessary to do their job doesn't come naturally for everyone, and only a few individuals truly have the utter lack of compassion and unthinking dedication to their Queen that allows them to forget the pain and suffering they inflict on individuals - some of them innocent of any crime - for the good of the State.

-Because of their connections to the chekist organization, as well as the many skills they honed while in the Tzarina's service, retired chekists are highly sought-after by all of the crowned heads of the Old World. For the same reasons they are also prized by the criminal underworld, and can command fat salaries if their reputation is fearsome enough. Chekists are well known by reputation, but few claim to know anyone actually belonging to the ranks of the Tzarina's secret police force. In the icy, wind-swept lands of Kislev, chekists are never spoken of openly, especially in public.


Sibyrian Hunters
Mobility: 4
Training: 5
Max Range: Bow
Preferred Range: Ambush!

While Kislev has come far since it was founded a thousand years ago, some things haven't changed at all. Although peasants till parts of the land, huge expanses of Kislev are still covered with forest or are hostile to agriculture. These are the lands where hunters and trappers thrive. They use the same techniques as their ancestors to take down game, be it a trap or a well-placed shot. It takes skill to stalk wild animals while avoiding the dark creatures of the woods. Hunters in their animal skin clothes and fur hats may appear uncouth to city folks, but they don't much care what others think of them.

It is the law of Kislev that all its citizens must serve in the military, even those on the far fringes of the realm. The Sibyrians of the far north have no exemption from conscription. Their clothes are motley, but their minds are sharp, and like the other Kislevite tribes they descend from ancient warriors. While their elk-horn bows resemble antiques with the patina of years, they are no less deadly for their age. Trackers and deadly hunters, the Sibyrians trust in nothing save their own abilities and rely on no one but themselves.

For their part, the rank and file of the Kislevite military hold a grudging respect for the Sibyrians, having been saved more than once by the timely arrival of a band of woodsmen appearing as if by miracle on the enemy's flank. Many is the army that thought itself well deployed only to be undone by Sibyrians waiting in ambush with the patience and instincts of the hunter.

Offense: Bows, Hand Axes, Hunting Knife

Defense: Furs, Camouflage

Special: Trappers: Sibyrian Hunters are excellent trappers, using their skill to catch animals in the wild, and cause nasty surprises for the enemy on the battlefield.


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-The significant wilderness skills of these fiercely independent people prompt the Tzarina to allow Sibyrian troops some latitude within the military structure. The woodsmen encamp separately from the Kossars and follow the orders of their superior officers grudgingly. Indeed, the only method the Kislev army has found to maintain discipline is to keep the Sibyrian units composed of individuals from the same clan. A benefit of this is that the members of a Sibyrian band are already accustomed to working together, and upon orders from their superiors they need no guidance to lay devastating ambushes before retreating back into the forests. The ambushes the Sibyrians specialize in have earned them a fearsome reputation among the enemies of the Motherland. Even the most expert scouts of the Elves have on occasion found themselves surrounded by these peerless woodsmen. 



HEROES & LEADERS

Boris Ursus - The Red Tzar
Mobility: 6
Training: 7
Max Range: Melee
Preferred Range: Melee

Tzar Boris Bokha was a fierce warrior and devout follower of the Bear God, Ursun. He was known by many as Boris Ursus or Radii Bokha (Red Bokha a reference to the oceans of enemy blood he spilled in battle). Rising to the throne in 968 (2492 in the Imperial calendar) after his father, Tzar Vladimir Bokha, died fighting Goblins east of Kislev, Boris inherited a nation that had done little to recover from the devastation caused during the Great War against Chaos of 2302. In a move resented by the old guard of the Kislev court, Radii Bokha nearly emptied the treasuries hiring mercenaries to re-train the Kislev army, rebuilding bridges, roads and towns, and importing black powder and engineers from the Empire.

Though it almost bankrupted his family (and several other noble families), Tzar Boris' reign will be forever remembered for his driving spirit and eagerness to reclaim the lands that had become infested with Goblins, Trolls, Beastmen and other vile creatures. He was also instrumental in a revival of the Ursun Bear Cult, which had slowly been overtaken by the worship of Ulric, Taal and other foreign gods. To do so, he undertook the trial of initiation that all priests of Ursun must overcome, and went into the forests to tame a bear. He was not seen or heard of for eighteen days, and many feared he had met a gruesome fate in the depths of the icy forests.

Preparations began for the coronation of his daughter Katarin (who was only four years old at the time), when the search parties came across his unconscious form on the nineteenth day. His still body was guarded by a bear of gigantic proportions that would not allow anyone near. The Tzar was surrounded by the corpses of over two dozen wolves, and the snow was red with their blood. Nothing the searchers could do would entice the bear away from their ruler or convince it that they meant no harm. Finally, after another day had passed, Boris awoke and the bear allowed the searchers to approach and tend to his wounds.

The tale Boris related upon his return to Kislev has since passed into folklore, though few doubt the truth of it. Four days before being found by the searchers and after much wandering, he came across the mightiest bear he had ever seen, with teeth and claws like sword blades. Taking this as a sign from Ursun, he had confronted the beast, and it had charged him, the ground shaking with the fury of its charge and a bloodcurdling roar echoing through the forest. With his bare hands, he fended off the creature's attacks, but could not overpower it. The struggle lasted a full day before a wolf pack, drawn by the scent of their combined blood, attacked. The wolves immediately went for the bear, but Boris sprang to its aid, crushing their skulls with his fists and tearing them from its back. Boris was badly wounded however, and fell beneath the attacks of the wolves. As the beasts closed in for the kill, it was the bear's turn to protect his erstwhile enemy from the common foe. It stood over the supine Tzar, tearing the wolves apart with its claws and savaging them with its powerful jaws. Boris had slipped into unconsciousness, yet each time he had drifted awake, the bear had been there, protecting him from the wolves. The bear returned to Kislev with the Tzar, and from then on, whenever Boris took to the field of battle, it was atop the back of Urskin (as the beast came to be known, meaning bear brother), both a symbol of Ursun's power and affection for Boris, and also as an implacable enemy in battle.

Tzar Boris met his end in battle in 2517 whilst leading a pulk north of the Lynsk into the Troll Country. At an unnamed river crossing, the Tzar charged deep into the Kurgan army of Hetzar Feydaj, but soon found himself surrounded and cut off from the rest of his army. He and Urskin fought with all the might and fury of the Bear God himself, but even Red Boris could not triumph against such odds. Urskin was able to fight his way clear of the Kurgans and carry the Tzar back to the rest of the army, but it was already too late; the Tzar had taken a score of wounds, each enough to be mortal. Only when the battle was won, did the Tzar slide from the back of Urskin and die. His faithful mount roared in mourning for a full night before setting off into the bleak northlands and legend has it that to this day Urskin continues to hunt down the creatures of Chaos that slew his master.

Offense: Shard Blade: A mighty pole arm with a blade crafted from ice hewn from the glaciers of Norsca, and magically bound by the ice wards of Kislev to remain forever frozen. When the weapon strikes a foe, shards of ice water enter their veins and freeze their blood.

Defense: Armor of Ursun: Forged on the Spring Equinox, one of the holiest days of the cult of Ursun, the powdered bones of a score of the mightiest bears were mixed with the steel of the armor before it was quenched in the finest mead.

Special: Mount: Urskin: A Giant Polar Bear that is ferociously protective of Boris.


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos  


-Boris is a stubborn man. Once he sets his mind to something, he is loathe to change it.

Tzarina Katarin - The Ice Queen, Bringer of Winter
Mobility: 5
Training: 7
Max Range: Battlefield
Preferred Range: ^^

From the icy fortress of her capital city of Kislev, the Ice Queen Katarin rules her land with an aloof majesty. The daughter of the fiery and charismatic Tzar Boris, she ascended to the throne in 2517, following her father's death in battle whilst leading an army north of the Lynsk into the Troll Country. She is the latest in a long line of Tzarinas descended from the ancient Khan Queens of the Gospodars, the powerful tribal group that migrated west century ago, and became the dominant peoples of what was to grow into the nation of Kislev.

A great wizard in her own right, her power is said to come from the land of Kislev itself, its icy soul and bleak tundra giving her command of the elements and mastery of that form of wizardry known as Ice Magic. Indeed, some whisper that she is in fact the living reincarnation of the very first Khan Queen, Miska, so complete is her grasp of this dangerous branch of magic. Upon her ascension to the throne of Kislev, it is said that the Bokha Palaces have grown a new wing, half a mile long, made entirely from glittering ice. This wondrous creation would be beyond all but the most powerful Ice Mages, and it is here that Katarin remains for most of the time, granting audiences in an immense chamber of magically woven hoarfrost. Some believe that she simply prefers the chill of these frozen corridors, while others say that it is a display of her power to over awe potential enemies and foreign ambassadors.

Where Tzar Bokha was a man who preferred to lead from the front and was renowned for his courage and leadership, the Tzarina, in keeping with her icy powers, is aloof and remote, preferring to work through agents and generals. Only under the direst circumstances does the Tzarina join her armies, but when she does it is often upon a mighty steed whose flanks shimmer with glittering ice crystals and whose breath is the winter wind, or riding an armored sled, drawn by a team of identical beasts. On those rare occasions when she leads her army in battle, the devotion lavished upon her is beyond that which might be expected of such a remote and cool ruler. Her power over the elements is clear proof that the blood of the Khan Queens flows in her veins. The Ungols of the north fear and respect her as one of the ancient warrior witches from their oldest myths.

Offense: Katarin is an incredibly powerful wizard in the lore of Ice magic. She constructed an entire wing of a fortress out of pure ice and magic.

Fearfrost: Forged by the ancient Khan-queen Miska of the Gospodars, this blade has passed from Tzarina to Tzarina through the ages. Only a Tzarina can wield the blade, and were a man to lift the blade, he would find himself frozen to death within a heartbeat. The blade is infused with Ice Magic and the intense cold can kill with a single scratch.

Defense: Magical barriers. She also has Gryphon Legion bodyguards.

The Crystal Cloak: A swirling mist of dancing ice crystals surrounds the Tzarina, warding off the most serious of injuries and confounding her foes' attempts to strike her.

Special: Mount: Warhorse
or an armored sled pulled by a team of warhorses. 

Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-Beloved of Kislev: The people of Kisleve are utterly devoted to the Tzarina and would gladly lay down their lives for her. 


Tzar Saltan - The Bitter Ruler of Praag
Mobility: 5
Training: 6
Max Range: Melee
Preferred Range: Melee

Tzar Saltan is the bitter ruler of Praag, the city overrun by the armies of Chaos during the last great incursion. Every day is torture for him, for his city is a constant reminder of the horrors suffered by the Kislevites. Whenever Tzar Saltan hears of a Chaos Warband polluting the sacred soil of Kislev he becomes a figure with the wrath of a storm. He gathers his warriors and attacks the minions of evil with grim determination, the only joy that is left to him.

In his palace in Praag, Tsar Saltan tirelessly drills the Stalgrad Militia, and broods on how the Chaos spawn can be defeated and his people avenged.

Offense: The Black Blade: The Black Blade is a scimitar of unknown origin, but its potency in combat cannot be denied. The Black Blade emits black clouds around its wielder, making it different to hit him in CQC.

Defense: Armor of Praag: This enchanted black lacquered suit of armor is made from hardest steel, offering great protection to its wearer.

Special: Mount: Warhorse


Additional Factors: 
-Kin of the Bear God

-Bitter Hatred: While most people in Kislev hate Chaos, Saltan takes it to a completely different level. He will hunt Chaos down wherever he finds it, and is quick to give and accept challenges when it comes to Chaos warriors. 


Baba Yaga - The Crone of the Forest
Mobility: 4 (6 in the Hut)
Training: 7
Max Range: Battlefield
Preferred Range: ^^

Deep in the birch forests in the heartland of Kislev lives Baba Yaga, meager as a skeleton, stronger than iron and more powerful than any other witch. Her crooked hut stands on chicken legs of bronze and the fence around it is built from the bones of humans and beastmen. Skulls perched atop the spikes of this gruesome construction glow with an eerie light when darkness falls.

Baba Yaga lives a solitary life, caring little for the fate of Tzars or of kingdoms. However, her power is still tied to the land and when Kislev is threatened, Baba Yaga will rouse and cast great enchantments over her house. Occasionally she rides her sinister Chicken-Legged Hut to battle, defending Kislev from those who would destroy it and, ultimately, her source of power.


The Chicken-Legged Hut is believed to be merely a legend by most Kislevites. However, the Witch Baba Yaga knows the ancient formula for bringing a hut alive. The magical construction takes a life of its own and carries its mistress into battle, to protect her homeland of crushing those who would threaten the power of Baba Yaga.

Offense: Baba Yaga is a powerful wizard who uses spells from the Lore of Hags. Her hut can squash enemies with its giant feet.

Staff of the Forest: Baba Yaga's staff, made from a branch from the oldest tree in Kislev. It is a potent source of power, increasing the magic flow to the wielder.

Defense: Magical barriers. The hut is enchanted to be nearly unbreakable, though without those enchantments the legs are made of bronze the hut itself is wood.

Amulet of the Raven: This ancient talisman contains the very essence of the forest, both protecting the wearer and distracting nearby enemies by powerful enchantments.


Additional Factors: 
-Kin to the Bear God

-Hatred of Chaos

-See Hags
 

Miska the Slaughterer - Khan Queen of Kislev
Mobility: 4 (5 in Chariot)
Training: 7
Max Range: Battlefield
Preferred Range: Melee

Miska the Slaughterer is the most famous of the Khan-Queens of Kislev. Her innumerable hordes of Gospodars and Ungols almost overran the Empire. Miska led her hordes deep into the Empire itself, defeating two Empire armies and causing considerable destruction before an alliance of the Empire, Bretonnia and Dwarfs finally threw back the Kislev hordes. Such was her power as a warrior that only the combined armies of the Empire, Bretonnia and Dwarfs managed to stop her and even then she was not defeated. The battle ended in a bloody stalemate.

Miska drew her hordes back to the North and founded Kislev in the regions she had conquered from the Dwarfs and the men of the Empire. The people of Kislev remember her with pride and affection and she is sainted by the church of Kislev.

Miska sported wild black hair and filed her teeth as her savage forefathers before her. She was a master of both magic and arms, and perhaps the greatest single warrior ever to lead an army.

Offense: Miska is a wizard in the Lore of Ice.

Frostfear: See Katarin

Defense: Cloak of the Great Bear: This cloak was made from the fur of Miska's father's mount after its death. It is said to contain the very ferocious essence of the animal, making Miska just as furious in battle.

Special: Mount: Miska arrives in battle in a chariot drawn by two bears.


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos


Igor the Terrible - Tyrant Tzar of Kislev
Mobility: 4
Training: 6
Max Range: Melee
Preferred Range: ^^

Igor the Terrible is a dark legend among the Kislevites. He was perhaps the most feared Tzar of all time, for his great intelligence and courage were tainted by an unreasoning rage. He ordered the infamous beheading of the members of the Boyar family of Melnikovs, destroying almost every single member of that family, because he had a dream that a young man name Melnikov toppled his Kingdom.

The taxes he assessed the poor people of Kislev were enormous and were ruthlessly collected by his cruel servants. Thousands died during his regime. Igor, however, was a mighty warrior and was never defeated in battle. He united the Kislev as we know it now, and formed a strong monarchy which endures to this day. He was a great military innovator and without his organization of the army, Kislev might today be a part of the Realm of Chaos.

Offense: Bloodedge: The dreaded sword that Koshei the Immortal forged to combat the Goblinoids of his time. Unfortunately, the power of the weapon passes some of its madness on to the wielder himself! The weapon's undying thirst for blood and pain enables it to radiate an evil magic that causes living beings nearby to break out in bleeding sores and cuts. They writhe in agony as their flesh splits and erupts, tearing itself from their bones.

Defense: Armor of Hoarfrost: An exquisite suit of armor forged from steel as dark as winter's night, it is overlaid with delicate, hoarfrost-like pattern of magic-imbued silver. Legend has it that the frost mage and the dwarf smith who worked to make this item were both blinded by the cruel Igor after it was completed, lest they make something as good for another nobleman.


Special: Dagger of Black Ice: This is a small, dagger-shaped shard chipped from the ice of the black glacier of Kislev's far north, the ice of which never melts. While normal ice reflects light, black ice reputedly reflects evil fate. More than once the talisman helped a hero escape certain death and overcome the foe by the swift retribution it provides.


If Igor suffers a killing blow, the talisman's power activates. There is a 50% chance that instead of killing him, the injury will transfer to the one who dealt the wound, killing them instead.


Additional Factors: 
-Kin of the Bear God

-Hatred: Not just of Chaos, but of all things.

-Tyrant: Igor the Terrible is known as the most evil Tzar in Kislev's history, and his troops fear him as much, if not more, then their enemy. 


Tordimir Lubovasyn - Captain of the Gryphon Legion
Mobility: 6
Training: 7
Max Range: Melee
Preferred Range: Melee

Tordimir Lubovasyn is the current commander of the Gryphon Legion. Famous for his courage and valor, he has spread the fame of the Gryphon Legion far beyond the borders of Kislev. Unfortunately, Tordimir is also famous for his stubborn independence - while he is loyal to the Tzarina, he would much rather she not meddle in the Legion's affairs. The Legion comes when called. Beyond that, the Tzarina need not concern herself with them.

Katarin would like to bring the Gryphon Legion more closely under her personal command but is having to work carefully thanks to the regiment's long tradition of independence. On the other hand, the Legion has little political commitment to other nobles or locations in Kislev, which makes it an easier choice than regular routs of winged lancers. The current commander, Tordimir Lubovasyn, is loyal to the Tzarina but does not want her meddling in his running of the Legion; he is not convinced she truly understands the needs of his soldiers. He has agreed to inform the Tzarina of all contracts undertaken by the Legion but has resisted asking for permission, even formally. Tordimir has an unimpeachable reputation for valor, and the Legion is fiercely loyal to him, so the Ice Queen treads carefully. She is, however, paying attention to lower-ranked officers in the Legion, looking for someone more accommodating to groom as Tordimir's successor. As yet, she does not seem to have settled on one.


Tordimir does not object to part of the Gryphon Legion serving the Tzarina personally, and the rotas of saved stanitsas have often volunteered to serve with her. Tordimir rarely spends much time in their barracks headquarters, located in Altdorf, preferring his freedom and dangerous lifestyle. Jovial and good natured, he is much-loved by his men. The only thing larger than him is his horse, the hulking Seraphima. Astride his monstrous destrier and clad in the regalia of the Captain of the Gryphon Legion, he is an impressive sight on the battlefield. 

Offense: The Gryphon Lance: A razor sharp weapon, it is carried by the commander of the Gryphon Legion or, with his permission, by a commander in the field. The Gryphon Lance was said to have slain the great beast that gave the Legion its name. It's magic allows it to pierce any armor, be it physical or magical.

Defense: Heavy Plate Armor

Special: Mount: Warhorse (Named Seraphima)

Special: Gryphon Wing: The back-banner of Vladic Dostov, this artifact has been passed down from commander to commander in an unbroken line going back to the Legion's founding in 1817. It bears powerful enchantments, protecting its wearer. It also grants the wearer increased presence, riding with his predecessors to guide, and protect him.

The talisman grants him a minor magical forcefield, and gives him an inspiring presence.


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-Captain of the Gryphon Legion: As their leader, if any Gryphon Legion units are nearby, they will be inspired to fight harder and charge more ferociously. 


Stepan Rasin - Clan Chief of the Ungols
Mobility: 5
Training: 6
Max Range: Bow & Arrow
Preferred Range: ^^

Stepan Rasin is the young and rash Clanchief of the Ungols. He is a stubborn man who refuses to give up. If he sees a mountain he feels he must climb it. If there is a task or a test that seems impossible, Stepan will not rest until he has completed it. While this attitude has earned him the respect and admiration of his fellow Kossars, it has also endangered his life more than once. Fortunately, it seems that luck is with him and success has always been his to claim.

Stepan's exploits include such feats as climbing the Cliff of Harkov that stands in the middle of the River Urskoy, slaying the Chaos Champion Akrim the Fell and riding through the insanely dangerous marches of Zaborota. During his adventures, Stepan has become an outstanding warrior and a great archer. No one in Kislev would challenge him to a riding contest. In wartime he leads the brave Ungols in daring skirmishes and bold charges and he is one of the most trusted subjects of Tzarina Katarin.

Offense: A cavalry saber.

The Silver Shard: This magical bow is crafted of white oak and wrapped with silver and white fox leather. Arrows fired from it splinter in the air, resolve themselves into a score of bolts that can fell entire ranks of enemy soldiers.

Defense: Chainmail Armor and Furs

Special: Mount: Warhorse 


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-Stephan is an unbelievably lucky man. The more certain it seems he should die, the more likely he is to survive!

-He is highly trusted by Tzarina Katarin. 


Ilja of Murova - The Great Bear
Mobility: 4
Training: 6
Max Range: Bow
Preferred Range: Melee

If you ask an inhabitant of the Taiga who is the strongest man in the land, you will invariably get the same answer, Ilja of Murova. This grim and skilled hunter has won every contest of strength in Kislev during the last twenty years. Once, by the personal request of the Tzarina, he wrestled a great grizzly bear unarmed and emerged victorious.

Ilja of Murova is a bear of a man, standing well over seven feet tall. His hair is already showing signs of greying, but he has lost nothing of his skill with the bow or axe. His arms and shoulders are as mighty as ever, and no one, even among the Sibyrians, dares to challenge him to a contest of power. There are even those who believe that Ilja has been blessed by the gods with the spirit of a Great Bear.

Ilja hunts alone, for the prey he searches is far too dangerous. He openly challenges the creatures of Chaos and the Beastman warbands, bringing their hides to the feet of the Tzarina in the yearly Summer Fair. In wartime Ilja is always the first man to stand beside the ruler of Kislev, and his awesome strength is welcomed by all.

Offense: A battle-ax and bow. Ilja is incredibly strong, much more so then a normal man. He has, in the past, knocked out grizzly bears by punching them in the face!

Defense: Furs. He is also incredibly resilient, able to take much more damage then fully armored soldiers.


Additional Factors: 
-Kin of the Bear God

-Hatred of Chaos

-Ilja is an expert trapper, able to catch anything from rabbits to bears to men.  



ARMY X-FACTORS
Morale: 75: They fight Chaos… a lot. They know the absolute worst horror an enemy can bring, and they know the consequences if they back down. So they don't. They fight and they fight as much as they can. Even when things get really bad, they keep fighting. If they cannot have the land, they will die there!

Logistics: 70: They've managed to cultivate a frozen wasteland for generations. They can survive on little, and get the most out of whatever land they go to.

Espionage: 45

Discipline: 80: These guys fight Chaos on a day to day basis. There's really not a lot that can throw them off.

Army Intimidation: 50:
The armies of Kislev aren't very intimidating by the standards of other armies in the Old World. They've got some large bears, some magic, and some artillery, but compared to what other armies can bring to bear, they're just kind of average.

Reinforcement Rate: High-Very High: When the time comes to go to war, every able bodied man and woman will take up arms to fight for their homeland. 



ADDITIONAL INFO:
-The People of Kislev: Kislev is a country forged from various warring invaders who finally settled alongside each other, The bulk of the nation's population is made up of Ungols, the Gospodars, the Norse, and the last remnants of the Ropsmenn. Tribes such as the Dolgans make their home in Kislev's northern areas, and many of the people that inhabit the south display many traits of the Empire, as it is common to interact and mingle the bloodlines.

In fact, Kislev is almost two nations in one. On the one hand, there are the more civilised peoples of the south and the cities, where the lands are relatively fertile. And in the north, particularly north of the Lynsk, there are wild, nomadic tribes. In the time of Sigmar, the harsh lands north-east of the Urskoy were populated by the Ungol tribes, who also dominated the smaller tribes of the Ropsmenn who lived in what is now Troll Country. Sharing many traits with the Kurgan steppe nomads to the east, the Ungols were a scattered people consisting of nomadic, horse-riding tribesmen. Sigmar's influence did not stretch this far north, and they remained independent from the confederation of tribes founded by Sigmar.

Frequently the bulwark against the tribes of Chaos, the Kislevites relish the debt owed to them by the people of the Empire to the south whom they protect. However, this does not stop a Kislevite from bitterly complaining about this state of affairs at every opportunity. The Kislevites are closer to the people of the Empire than many of them would admit and view them with a kind of patronizing humor that one might reserve for a bright but slightly eccentric child.


-Religion in Kislev: The Kislevites are descended from Humans that travelled from the Kurgan tribes of the north and east. In particular, the Kurgan influence is still strong in the north, and the horse clans share many traditions and customs with the likes of DoIgans, Khazags, and other marauder tribes. The ancient traditions of these peoples are more keenly held to amongst the nomads, who see their southern cousins as weakened by the civilizing influence of the Empire. In this respect, worship of the various ancient Kislev Gods varies across the nation, being more prominent in the north, while other Gods have been incorporated into the Kislevite religion in southern lands, In addition, the Gospodars brought with them the Cult of Ursun, which has been established as a dominant religion of Kislev.

As most of the Kislevite ancestry originated from the eastern steppes and the harsh northlands, their Gods represent very important forces in their lives. Various nature and household spirits are worshiped all across the Old World, but this practice is particularly strong in Kislev. These magical creatures are servants and messengers of the Gods in this world and should be treated as such.


-The Tzarina and the Law: As part of her drive to centralize authority, Tzarina Katarin declared she is the sole source of law and justice. Thus, any attempt to make, or even enforce, laws is a criminal act, unless the person in question has been authorized to do so by the Tzarina or by her representatives. She has instructed all her agents to take this law very seriously, and so they do.

The result is that the penalties for unauthorized law enforcement are much more severe, where possible, than the penalties for the crimes involved. A group of adventurers who killed a group of bandits because they were bandits would face death by slow freezing for challenging the Tzarina's authority. On the other hand, a brawler who kills his opponent may be spared any further punishment if his victim was unpopular and if he took some wounds in the fight. Thus, cunning adventurers know to claim to have fought over an insult or a bet and, in the resulting brawl, killed a group of people who happened to be the bandits plaguing the village.

Of course, everyone knows the truth behind the ruse, but the Tzarina recognizes that the surface form is what matters, for now. If no one claims to be enforcing the law without her authority, then, very soon, she really will have a monopoly on that authority.

To support this strategy, the Tzarina designated all the existing judges, magistrates, and city watches as her agents. Since the Spring Driving, she has stopped issuing retrospective authorization, but she has yet to turn down a request backed by the local rulers or community. Her closest advisers are now looking for a suitable location in which she can appoint someone without community support. There is a long way to go before the Tzarina will actually have control over the full system of law and justice, but neither she nor her counselors plan to waste any time getting there.


-The Threat of Darkness: The threat from the wastes to the north and east of Kislev is by far the most important factor in Kislevite politics. The threat is real, is always imminent, and without any warning can become utterly devastating. All leaders are assessed in terms of how well they can defend people from this threat, and no other political dispute can be allowed to get in the way of defense.

The constant threat of war means that people only rise up against their overlords when they're thought to be hindering the defense against the north. Otherwise, it would be foolish to waste effort fighting another human when foul perversions of nature might attack at any moment. As a result, most uprisings happen near the borders of Kislev, when the leaders to the south are perceived to be withdrawing troops or other resources needed for local defense. The performance of the Tzarina's forces during the Spring Driving - when Chaos hordes crossed the Lynsk and defeated the combined forces of the Tzarina and the Empire - has dampened the desire for revolution for the moment, but this sentiment will not last forever.

It might be thought that a common purpose would smother all political disputes. When the hordes are actually flowing over the steppes, it does, but most of the time, disputes continue. However, the most important political disputes, the ones over which people will not compromise, are almost invariably concerned with the best way to defend the land. Often, this means that the peasants put up with new taxes, rather than risk weakening their defenses, but it can also lead to the nobility withdrawing unpopular taxes, as discontent among the common folk makes for less effective warriors. But when both sides think conceding would undermine their defenses, things can, and do, get very unpleasant.



VICTORY GAINS: 

Kislev may hire from the native land, but they tend to rely on their own first and foremost, though some foreward thinking commanders have used natives to great effect. They will attempt to make peace with third party governments, but if they prove uncooperative or treacherous they will be conquered swiftly. Resources will be taken to pay for the war effort. While they don't take slaves, conquered lands will be expected to obey whoever the Tzarina puts in charge. Or else.

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