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The lands of Ind are welcoming you

Cortes31#6909Cortes31#6909 Registered Users Posts: 2,385
Welcome to Ind!

Ind you say? Well, yes why not Ind? Not much left in terms of races anyway.

One or two thing first though:
I have NOT been keeping up with all the new lore regarding tigermen and Cathay and Ind (like Tiger Court) and whatever. Not really at least.
There is no separate section for lore this time. Instead, I tried to expand the lore blurbs along the way.
I have been using India sounding names rather scarcely but when I do they are around 99% a direct copy-paste from India history/mythology. Just to be sure everyone gets who or what I am talking about.


Now, I hope you can enjoy it and below two threads who also gave me some ideas:


Ind units in lore — Total War Forums

Kingdoms of Ind: Top Ten Units that could arrive to TWWH 3 — Total War Forums

MECHANICS

Faith
Ind is a mysterious and strange land, home to no less then 1000 gods. Yet there is little to no infighting between the followers of various gods over religious reasons for all gods of Ind are worshipped as members of a race called Devas. They people of Ind believe the Devas to be the architects of the ancient temples, during a time the coming of the Old Ones would be nothing but a grimdark dream of a far future. The faith in Devas is strong, so strong in fact that the Faith may sometimes manifest itself.

Second currency.


Three Planes of Existence
Praying to gods who are not beyond actually answering can come with strange side effects. The armies of Ind are known to enter something that, due to lack of a better word, is described by many as different states of mind. States that they seem to reach only when the battle is going on long enough.

Battle mechanic that depends only on how much time has passed.

Plane of Desire:
Those who have survived the initial clash are now in a state of desire. Filled by the wish to survive, their senses will be sharpening their defences and ironing their will.
Bonus on Melee Defence and Leadership.

Plane of Form:
The battle is raging on, the deaths are increasing and those who have survived so far are in a state of clairvoyance. They will see each and every hole among their opponents will strike without mercy and hesitation.
Bonus on Melee Attack and Armour Piercing


Plane of Spirit:
The battle was long and the dead bodies are many. Those who have survived so far have removed themselves from the horror of pain and the suffering of wounds. Their very bodies themselves have become armour, sustained by their spirit.
Wardsave


The Council of Five
Should an outlander visit the jungles of Ind it may not take long before he gets to know the caste system, the ruling Priest Queens and Mage Kings and the various amount of shrines and temples, dedicated to the huge number of gods. Should an outlander stay for a prolonged amount of time, he may even discover some of the true aspects in the relationship between humans and ashuras and make direct contact with one of the leading bodies of the castes. But only on very, very rare occasions might any outlander, no matter how powerful or friendly their actions were, come into direct contact with a representative of the Council of Five. The Council of Five is the highest authority of Ind, its words are law, its orders are absolute. Yet they seldom intervene with the daily life of Ind. They care little of the petty squabbles between the various rulers of Ind. They think little of the machinations of the various councils and political groups among the castes. The Five have only the survival of Ind as a whole in mind, stepping in when they see their mission in danger.

For the people of Ind, the Five are nothing less then gods who have not yet ascended. They are ancient beyond belief, having lived long enough to remember the days when chaos was roaming the world freely. Once they were five tribal leaders, guiding their people to the safety of the Vimanas, now they are powerful beings, resembling the Devas more then their own kind. Their home is the gigantic Vimanas that is the heart of Inds capital and the tribes they once lead have become the castes of modern Ind.

When the Five decide to intervene, they appoint chosen champions, often already powerful individuals who then are above the castes. These Legendary Lords will carry out their missions, supported by the influence of the Five, who will reward their faithful champions. The Fives themselves do only intervene personally only on very rare occasions and only when the survival of Ind itself cannot be saved otherwise. Then they will act as they are, one divine being with five physical bodies, their power said to rival those of the Dragon Emperor of Cathay.


So, lore-wise, here you get who the Legendary Lords would be. Mechanic-wise, this is the place to spend most of your secondary currency. Either by recruiting Council Troops(like Lizardmen have Blessed Spawning, Empire has Electour Count State Troops, etc. etc. but for Ind coming with slightly increased recruit turn time compared to the regular units), Elite Council Troops(Inds RoR), Sacred Beasts (see below) special items or to buy additional (temporarily?) campaign bonuses.


Sacred Beasts
The people of Ind are not strangers when it comes down to commanding great beasts into battle, though most of the time this description will fit only the highly valued elephants. There are other beasts, though, more powerful and dangerous then any elephant ever could be and they are considered gifts of the gods. Awakening them can only happening with the approval of the Five, though there are stories telling of one of the beast appearing out of its own will, almost like they were sent by the gods themselves or out of personal preferences.

Single entity monsters. Ind does have them in form of the War Elephants(and other SE too but not as monster) but considering creatures like Makara or Yali, I was wondering if I should add them normally. In the end, I decided against it and to take a look on how Lizardmen are handling their Dread Saurian.
To put it simple, the beasts are limited by their recruit capacity, they share one, and that one would be mostly limited by The Council of Five. They would then be part of the Council Troop recruitment pool and have something like passive abilities with AoE, bound spells, etc. etc.


Makara:
Water is an important component for the society of Ind beyond its usual value. Rivers are considered places where the gods met and many stories and myths are centred around the many rivers this land possesses. Some of these stories contain tales about the Makara, towards outsiders more commonly referred to as River Dragons. The people of Ind believe that every great river of their land contains at least one Makara sleeping on its ground. When rising to battle, the Makara will turn water itself, the lifeblood of all that lives, into a weapon.
Infantry killer with its own set of special abilities.
Marsh Ground: Passive AoE that would affect nearby infantry like they are fighting in water
Rivers Blessing: Passive that gives allies the trait Aquatic map-wide
Bound Spells: Earthblood and Fog of the Damned


Yali:
Revered, especially among the bengal tribes, as the embodiment of strength and courage, the Yali is one of the greatest beasts in the jungles of Ind. When enraged, a Yali will use its enormous strength and speed to charge its target with wild ferocity, destroying everything in its path.
Charging is the name of the game. Has following specials:
Monstrous Charge: Passive that reduces Charge Bonus by 0% when facing braced units
Presence of Courage: Passive AoE to buff leadership map-wide
Apex Roar: Active AoE that destroys leadership of nearby enemies


Garuda:
Once the Garuda was a wise and mighty spirit that would give advice and guidance to those seeking it. The betrayal of the Nagas and the death of a whole generation of its children changed the Garuda. Now it is a living flame of vengeance, seeking out the biggest targets it can find.
Flying monster killer. Comes with following:
Divine Wind: Passive that increases Speed and Vigour of allies map-wide
Bound Spells: Flaming Sword of Rhuin, Piercing Bolts of Burning


Vimanas
Home of the gods. Sacred places that acted as a sanctuary in ancient times, a place where the first bond, the first contact to the Devas was made after human blood sunk into the depths of the temples, aeons after their ascension beyond the mortal plane as the people of Ind belief. It was these very temples that saved the people of Ind from extinction when chaos roamed the world. It was here that the devas called the spirits of the Ashuras, their former servants, from their guardian tombs and they possessed the humans and the Bengals, the Airavats and many more were born. A moment in time that means little to more then a few Ashuras nowadays and has largely been forgotten and put into the realm of myths and fairy tales.

Myths know to tell that, in ancient times, Vimanas were gigantic, floating fortresses but in modern times Vimanas are grounded temples. Holy places where the spirit of the devas keeps the foul taint of chaos away, burning out the very corruption itself and help the land around to bloom. For most people, Vimanas are gigantic treasure boxes, one that the common folk is forbidden from to enter for only those of proven will and purity may walk freely within its sacred walls. The first Vimanas, those who where around since before the coming of the Old Ones, have become gigantic temple fortresses, with entire armies used as garrisons but there are others.

The people of Ind are not above building new Vimanas, often times not as big or magnificence then their ancient, original counterparts but they are blessed nonetheless and will fulfil their role almost as good the original ones but without such restrictions for entering.


To keep this simple, combine your typical temple-like building with all its normal effects and units with the Geomantic Web of the Lizardmen to further boost these effects as well as adding new ones.


The meaning of Life and Death
Ind is a land with a multitude of gods. On top of the pantheon resides the Mistress of Life and Death, master of death and rebirth. Death and rebirth is a believe that is widespread among Ind. The people believe that only those who have faith in the devas will be reborn after they die and those who lose it will be devoured by the evil beyond the north. As such it has become common for all of Inds population, human or not, to follow some rites to commit to this believe.

The usual rite mechanic. Comes with following options:
Rite of Rebirth: Immortality and reduced wound recovery time for all characters
Rite of Living: Bonus on growth and replenishment rate
Rite of Meditation: Bonus on research rate and experience gain
Rite of Cleansing: faction-wide attrition for enemy armies

Magic

Well, I do not know what it is but magic always seems to be the most... chaotic part of the work. Anyway, after a lot of thinking and some redoing, I have no settled for the following:
Ind will get 3 unique lores of magic and its own set of prayers. That is all they will get.
Now, I wanted to get into details with lore and all that but I have to admit that I got enough trouble with the spells themselves, so it is rather short all in all.


Holy Prayers

Blade of Faith – Bonus on Melee Attack
Divine Volley – Bombardment with no friendly fire
Will of the Five – Bonus on Leadership
Breath of the Gods – Restores Vigour


Lore of the Jungle

The first of Inds 3 unique lores is mostly centred around attacking the enemy in an indirect manner but it is not without support too.

Blooming Poison – Hex
Shadow of the Predator – Hex
Illusion of the Mind – Hex
Mighty Beast – Augment
Hidden Sanctuary – Augment
Beasts of the Jungle – Summon


Lore of Ascension

The second of Inds 3 unique lores is mostly about providing support and buffs. It can also deliver damage and debuff but is really best when used for support.

Mastery of Training – Augment
Pure Spirit – Augment
Shining Plane – Hex
High Mind – Augment
Forced Ascension – Direct Damage
Fiery Eye – Magic Missile


Lore of Divinity

The third and final lore for Ind is a very versatile lore, more so then the other two, who has pretty much something of everything. It is also the “original” unique lore for it is the first and for a while, the only one I had in mind.

Circle of Life and Death – Vortex
Blessing of three Daughters – Augment
Will of three Sons – Hex
Flaming Beast – Wind
Cage of Time – Hex
Wisdom of Creation – Augment


Comments

  • Cortes31#6909Cortes31#6909 Registered Users Posts: 2,385

    UNITS


    INFANTRY

    Bhumi Militia
    Being born into Bhumi, the lowest caste of Inds society, grants a fate of peasantry and servitude and yet it is the fate that most members of Inds humans population awaits for Bhumi is not only the lowest but also the biggest caste. Most of its members are peasants, servants or simple workers but when war or simple necessity calls, they too will be part of Inds military forces.

    Consisting of men who are not part of the warrior caste, the militia is often times seen as a somewhat necessary yet not entirely reliable tool in the arsenal. Any kind of armour a militiaman might wear is armour he has afforded himself for their rulers only produce the weapons for the militia and often equip them with either a simple shield and a sword or a spear that will be used with both hands. The training given with these weapons will often be only short and briefly for the militia is not even expected to stay in prolonged combat and so no true warrior of Ind will be bothered when servants and peasants are inevitably turning and running from the bloodshed. Yet, the militia is also known to be able to deliver excellent results, to achieve feats in the battlefield worthy of true members of Agni. This somewhat contradictory stand is in no small part related to the fact that it is almost impossible for an unit to not have at least some members within its ranks that have knowledge how to survive outside of the villages and cities and thus will lead their comrades to positions that allow to ambush the enemy. Even more important in this however, are the weapons used and no weapon makes this as clear as the Aruval, the sword of the militia. The Aruval is as much widely used tool as it is weapon and has become so intervened with the militia that the symbol of two crossed Aruvals has become something of an official sign for the somewhat necessary yet not entirely reliable tool in the arsenal.

    Militia with Slings
    The ancient tribes of Ind valued the Sling much more then the modern castes do and for a long time it was pretty much not used at all. With the bow being regarded a weapon of warriors and heroes and the caste of warriors observing its use with an eagle eye so that no unworthy lowlife might use it, the sling become the ranged weapon of the common people. Nowadays it is not uncommon to see young men gathering in the villages to train their use of this simple weapon. They hope to prove their worth to their lords and gods in battle, a commitment that does not survive within everybody for they will be inevitable moved to sword and spear when they grow older.


    The first unit for Ind is your standard T1 unit you'd get from your main building chain. They all have Vanguard and Expandable.


    Aruval Masters
    The Aruval, the blade of the militia. For some it has become such a symbol of worth and prestige, of honour and duty, that they dedicate their live to mastering it. This however, comes not without problems for the members of Agni, the caste of warriors, are firmly against the idea of peasants and workers mastering weapons and have demanded time and time again that the Aruval Masters should be outlawed. Yet the ruling caste of Ind has done no such thing and it is unlikely this to ever happening for they have a much more practical outlook on these men. They have seen first hand how the militia has stand beyond its breaking point and pressed on time and time again, only because of the mere existence of Aruval Masters nearby. As such each man will be provided with light armour as well as a pair of well crafted blades.

    Dual Wielding Bhumi-Militia with more Leadership and Armour and an ability similar to what Longbeards have for Dwarf Warriors.


    Vanaras
    The jungles of Ind are a dangerous place, some even say their deadliness might equal the Green Hell of Lustria. Yet there are those who manage to survive outside of cities and villages, humans who stalk the jungles as they would be a part of it. They are called Vanaras. They are hunters and assassins, using their training of stealth, archery and alchemy to quickly dispose of all whom are unfortunate enough to become their pray.

    The Vanaras of today do not originate from the jungles of Ind themselves completely. Part of their lineage comes from renegade followers of the Monkey King. The king however, would not tolerate such disobedience and treachery and the few rebels who survived his wrath were forever exiled from their old home. They ventured far and wide before finally settling within the borders of Ind. There they made a pact and earned their stay in exchange for servitude but no chronic says who agreed to this pact and the Vanaras themselves are widely known for their vivid protection of the jungle itself. Over time they mingled and mixed with the human population and modern Vanaras only have a faint resembles of apes. All Vanaras however, are born with unnatural agility and impressive climbing skills.


    Your “elite” vanguard ranged infantry with stalk and dodge. They have three variations: Bows for range, Javelins for big targets and Throwing Axes for Armour Piercing.


    Agni Warriors
    Being born into the caste of Agni is being born in the a life of military service and duty. The proud members of this caste are trained and drilled since childhood and, after countless generations, have become the backbone of Inds armies. They are trained with a wide variety of weapons but the most common version is a shield together with either spear or sword.

    The warriors of Agni are highly skilled warriors, being able to stand their ground against most enemies they will encounter. Training and drill have ironed their will beyond that of normal soldiers and enabled them to stand their ground like only seasoned veterans would do and face dangers and horrors less trained soldiers would run from. They may not be able to face elite soldiers like the Celestial Dragon Guard or the Chosen of the dark gods on an even ground but they will not hesitate to face these threats as well. They even tell stories about their own defeats almost as often as their victories for the warriors of Agni believe that a warriors greatest foe is his own arrogance.

    Agni Warrior with Bows
    The bow is a honoured weapon for Ind, a status which dates back for millennials, when those with a bow where commanding those who had none. In modern days, the warrior caste of Ind has come to hand their bows to their wives and daughters for an old soldier once said:
    The very world we live in does not allow us the luxury of keeping our women away from the battlefield but we decide which role they shall take and let it be one to support our sons behind their shields.


    Medium tier infantry with lots of weapon options and Immune to Psychology. I'd make them good medium tier and very cost-efficient for what they deliver.


    Bengal Warriors
    Tigermen are probably the most famous of the many dangers of the jungles of Ind. They are feared for their quick surprise attacks and the terrible devastation they can unleash but yet at the same time also revered as protectors fighting of attackers with the same ferocity they might have used otherwise.
    When not out in the wild and revelling in their ferocious nature, the bengal tribes live in simple and, most of the time, extremely well hidden villages. They are better left alone for they are just as fickle when it comes to strangers on their doors as they are in regards to attacking or defending villages, though there are stories of their great hospitality when they have decided to act in favour of their visitor.
    When out for war or hunting as they sometimes call it, the bengals prefer tactics almost similar to those of the beastmen in the old world, trusting in speed and surprise attacks. The tribal bengal warriors trusts in light armour and heavy weapons and his immediate frenzy to carry him through battle. A trust that is only misplaced in very rare occasions.


    Medium tier Greatweapon infantry with vanguard and frenzy. Mobility over durability.


    Vaju Archers
    Bows are the weapons of warriors and heroes and its training is almost something of a mandatory tradition for members of Vaju, the caste of nobility and rulers. A tradition that one is expected to follow if no suitable replacement is in order and goes back to the time of the ancient tribes. There, the ancestors of Vaju were known to be the best archers and their strategic thinking placed them more often then not in the position of leadership in battle.

    In modern Ind regiments of Vaju Archers are mostly compressed of the many younger children of the big noble families who hope to achieve honour and glory on the battlefield to help their families and increase their personal value. Their social standing allows for very fine armour and their bows are pretty much weaker version of the weapons of the Mage Kings.


    Long ranging elite archers with magic damage.


    Knights of Akash
    Chosen by the gods, the Knights of Akash are often taken from their families at a very young age. Little boys and girls of all castes who are brought to the Vimanas where their new life begins.
    The training of a Knight is just as hard as it is unique. The warriors of the highest caste must not only master the sword but also prove their faith and will on numerous occasions. Their training allows them to forgo wordly desires and to focus on their duty and their believe in the gods. They train not only their mind but also their body and their will and faith allows them to achieve powers others would consider to be magic. There are many rumours and stories of their feats but there also entire villages who have never, not even once in their history, met a Knight of Akash.
    No small part of these stories and rumours comes from the blades of the knights. Holy weapons, it is said that the blades are made with blood from the knights and said to penetrate trough everything, through every armour and every hide and that they hum like a swarm of angry bees while cutting down their targets.
    The Knights of Akash are sacred warriors, normally tasked with protecting the Vimanas but when the need arises, they will march out and face whatever threat made their presence necessary. They face whatever danger awaits them with trust in their training, blade and iron will.


    T5 endgame Greatsword unit. Maybe numbered like Aspiring Champions? Anyway, their big thing would be 100% AP damage + Magic Attacks.
    I'd also give them Dodge, Strider and Immune to Psychology



    MONSTROUS INFANTRY

    Airavat Defenders
    The Bengal, more commonly referred and known to as tigermen of Ind, are one of Inds most famous inhabitants but they are not alone in their kind, the Ashuras. A much rarer sight are the Airavats, resembling elephants in a similar way as the Bengals resemble the great tigers but leaning a bit more to these revered animals with their looks. Comparably small in number, the Airavats are of softer nature but with an impressive physical size and strong in both, body and mind. They are deeply spiritual people and their wandering groups are often led by an old and wise matriarch and can sometimes be found in close proximity of shrines and temples for the Queen of Elephants. Overall they are a welcomed sight to the humans of Ind for they are known to be much less fickle, when it comes down to protecting them. They are also highly respected for their wrath is a terrifying sight to behold.

    When Airavats march to war they are armed with thick shields and heavy axes and most of them will only wear light armour at best for their thick skin is a fine armour on its own. Their natural armour, compared with their long tusk makes that no Airavat is ever truly unarmed.


    Monstrous infantry for the frontline. Quite tanky but that would be more a combination of Physical Resistance as well as a good shield.


    Airavat Bulls
    Airavats are deeply spiritual people with a great sense of family but every once in a while male Airavats will separate themselves from the rest of their groups. These Airavat Bulls will band together to small groups to train and learn become ready for their true calling. A calling they believe to be the search for worthy opponents on their own.

    These wandering bulls have a keen sense to find the greatest battle and will sometimes simply walk out of the jungle to join an army. They are an unexpected yet also very welcomed addition for any general for the wandering Bulls are a force destruction for themselves. They wield gigantic hammers with both hands and will fearlessly charge the biggest enemy they see for they equal worthiness with size.


    Greatweapon version of the normal Airavat with more Armour and Physical Resistance but no shield. Does also have ton of Anti Large.



    WARBEASTS & MONSTERS

    War Elephants
    The people of Ind value elephants very highly, so much so that some would say that elephants are token of luck and good fortune, especially those with white skin. As such, War Elephants will only be used on rare occasions, not only because of the high value but also because of the long and hard training before these beasts are ready for war. As such the use the War Elephants is as much a risk of losing such a revered animal as it is a show of power for only few would be able to even afford a considerable amount of elephants. Most of them will be equipped with a wooden platform on their back, hosting a number of veteran archers. These seasoned warriors will support their carrying beast with their deadly arrows at any cost.

    War Elephant with Shrine
    The ancient tribes of Ind were not worshipping the Devas but the very jungle itself. They waged war with tamed elephants and put drums on their back. Now the humans of Ind worship the Devas but some things have not changed. When the armies of Ind march will the drums of war will be played like in ancient times and even the most civilized and educated member of the highest caste will be feeling the fierce tribal warrior.

    Armoured War Elephant
    Only the biggest, strongest and most aggressive of all elephants will be given their war armour for these elephants have a different role. They will be sent into the midst of battle to break enemy formations and trample the soldiers into the dust. These massive monsters are able to destroy entire blocks of infantry entirely on their own and can even destroy the thickest gates with little effort.


    Working a lot like Norscan Mammoth. Regular War Elephant is less melee strong but with ranged capabilities, Shrine replaces range with AoE buff and last one is melee-only powerhouse with ton of armour.


    Bengal Tiger Hunting Pack
    The great tigers of Ind are proud beasts who are better left alone and can yet found very often close to bengal tribes. There is almost something like a feeling distant relationship between the two groups and it is not uncommon for the big cats to follow the bengal warbands. They know well that the bengals will never disturb the tigers feasts after the battle and it is said that it may even happen that the cubs are freely playing within the bengal villages.

    Pretty much Inds version of Ogre Kingdom Sabretusk.



    CAVALRY & CHARIOTS

    Jala Riders
    Being born as a member of Jala can make for an easy life. Easier at least, then the life of Bhumi can offer. Those who are part of Jala do not work in the field or the mines, they own these fields and mines. Members of Jala are merchants and landowners more then anything else. Yet they too are not free from taking up arms when the Mahar demands it and while they might lack the skill of professional soldiers, they will use their wealth to try to make up for it.

    Most of them will user their money to tend to battle mounted on top of well bred steeds, armed with short javelins they combine with armour and shield that allows for a mix of good protection and flexibility in movement. This puts them into a place of good, yet not great, light cavalry where they will often times make quick strikes into the backlines of their enemies.


    Pretty much your typical ranged light cavalry with Strider.


    Agni Riders
    The use of warhorses has a long, albeit not always great, tradition within Inds military caste. A land where large, thick jungles are more common then vast and open fields does not have the best ground to nurture a reliance on cavalry in the minds of the commanding officers. The castes of Ind were once savage tribes though and while they have changed greatly, some things have not been forgotten and so it has become custom for the caste of Agni to train its horses in the fields of the jungle, allowing them to manoeuvrer more freely then knights of the Old World could ever hope to do. Some of these horses are sold to the riders of Jala but most are kept for the warriors of Agni themselves.
    There they are used more like common warhorses, often used by the warriors as an hammer to the anvil of their unmounted brothers but have not forgotten their training and the ability to outmanoeuvre more heavily and monstrous cavalry helped them more then once to achieve victory.


    Mounted version of the Agni Warriors with spear and sword. Does have Strider.


    Bengal Riders of Khawn
    Some say the beasts that are mounted by the elite warriors of the bengal tribes are a more tiger-like subspecies of the fearsome Mournfang. Others believe them to be mounting nothing less then breed of one of the great beasts, called Yali. Regardless of what is true or not, no one will deny the Riders of Khawn their effectiveness in battle.

    When a bengal warrior believes to be ready to mount one of the honoured beasts he will take a pilgrimage to the nearest temple of the father of tigers where he will face his price. What follows then is a fight of supremacy where only the superior will is going to triumph. There have been many bengals who were victorious in their test but there were also many bengals who failed and ended up getting devoured by the beast they wanted to ride.

    Riders of Khawn are not only the elite warriors of the bengal tribes, they are also among the most fearsome warriors of all of Ind in general. Well armoured and heavily armed, they often ride head-on in the thickest battle they can find and the bengals have won many battles by a simple and well timed rear charged of the riders.


    Monstrous vanguard cavalry with either Greatweapons or Halberds.


    Blood Steel Chariot
    Named after their blood steel enhanced wheels, the chariots of Inds armies have their primary use in ranged combat, cycling around the slow moving infantry while their archers are unleashing one deadly volley after another. They know to trust in their speed and agility for Blood Steel Chariots are not made for direct combat.
    The bows used by the warriors of the chariots resemble those of the Maharadschas but have neither the range nor multiple projectiles per volley. Yet their impact is only little less then the bows of the Mage Kings.


    Ranged chariot with exploding magic arrows


    Bengal Claw Chariot
    Bengal are by no means skilled craftsmen but what they do, they do good and may it only be because they have done it a thousand times and know they will do a thousand times more. The best example for this are their chariots. Looking almost as ramshackle as the likes of the beastmen or greenskins, the Claw Chariots have been proven to be surprisingly sturdy, even more then the much better looking Blood Steel Chariots. Unlike them however, the chariots of the bengal people will driven right against their foes and manned by three tigermen, where two of them are armed with heavy halberds.

    Melee chariot


    Sun Wheel Chariot
    Riding through the skies like the Charioteer of the Storms once did with his fiery red horses, the Sun Wheel Chariots are a testament to Inds aerial might. Reserved only for seasoned generals, heroes and champions, the Sun Wheel Chariot is as much of a powerful as rare tool. Their ability to charge into the enemies from almost any direction and escape with a flaming explosion has dealt heavy losses to the enemies lines on more then one occasion and more often then not could only cry out in helpless frustration as the Sun Wheel Chariot escaped into the skies.
    They are valued very highly and their appearance met with praise and cheers and no one wants to hear the rumours and false stories of outsiders who whisper that the fires of the Sun Wheel Chariots are the burning souls of the damned, forever bound to their construct.


    Flying SE chariot with burst ability, Perfect Vigour and Fire Damage



    WAR MACHINES

    Sacred Shrine
    Ancient stories tell that the Vimanas were once roaming the skies as floating fortresses and that they will do so again, when the end of all time comes. Then they will rise to the skies and deliver the faithful to the plane of gods and the priestesses praise the flying shrines as a reminder of these times.
    Some however, whisper that the temple was simply never able to make the Vimanas fly like during the days of the devas and as such, had do restrain themselves to the shrines within the Vimanas.


    Did not want to lose the idea of flying vimanas, so you get this: A flying Mortis Engine with its own wind spell, a barrier and a constant passive to damage nearby flying enemies
  • Cortes31#6909Cortes31#6909 Registered Users Posts: 2,385

    HEROES

    Rakshasa
    Tigermen are probably the most famous of the many dangers of the jungles of Ind. They are feared for their quick surprise attacks and the terrible devastation they can unleash but yet at the same time also revered as protectors fighting of attackers with the same ferocity they might have used otherwise.
    Among the tigermen stand the Rakshasa out for their strength, their speed and their cunning. Not only do their heads resemble the great cats but they sport claw-like nails and thick, striped body-hair on their back. They are well known for being masters of many weapons and, in an almost contradictory way, their ferocity in battle as well as their discipline outside from that. Many rulers of Ind have come to hire Rakshasa as bodyguards for themselves and drill-sergeants for their troops, paying them greatly with gold or goods that are of value to the bengal. It is also said that Rakshasa may demand slaves from their clients should they have seen too many of their kind fall.

    The preferred weaponry of the Rakshasa are long, curved swords and round shields with the symbol of whom they consider to be the father of their kind: She'ar Khawn, the eight armed tiger, one of the many gods of Ind. Rakshasa will rely on their armour, an almost strange combination of well crafted bloodsteel and trophies from slain enemies, as well as their intimidating presence and rallying shouts to lead the soldiers through the thick of battle.


    This is the captain hero for Ind.


    Jungle Stalker
    The jungles of Ind are a dangerous place, some even say their deadliness might equal the Green Hell of Lustria. Yet there are those who manage to survive outside of cities and villages, humans who stalk the jungles as they would be a part of it. They are called Vanaras. They are hunters, assassins, using their training of stealth, archery and alchemy to quickly dispose of all whom are unfortunate enough to become their pray.

    Among them are the so called Jungle Stalkers, a title that is only granted to the best Vanaras. So great are the rumours about their skills that many rulers of Ind have reached out and offered them well paid contracts for assassination, a profession that might not be the reason they have trained for but one they will do without a shimmer of hesitation and quite well on top of that. When doing so the Stalker will rely on its training and natural talents, climbing walls like trees and jumping rooftops like out in the wild to avoid being on the ground. While preferring the use of bows or throwing weapons, each Jungle Stalker is also equipped with a pair poisoned daggers for close combat.


    Assassin/caster hybrid with Lore of the Jungle.


    Temple Maid
    Temple Maids are born the day a human is sacrificed to honour and appease the darker sides of the deva queen Khaly during the yearly festivity in her name. It is custom for daughters of nobility to serve a few years in the temple but most families have so many daughters that they either sent the older ones in hope of them becoming a Priest Queen or the ones they simple want to be taken care of until they may be of use in marriage.
    A Temple Maid does not have such luxury in her life, for her devotion to the temple is a life-long duty. They will be taken by loyal members of the temple by the day of their birth and should their family resent they will be thoroughly punished. Once they are taken, they will be raised to learn the prayers, to serve in various positions in the temple and how to use the chakram, the traditional weapon of the Temple Maid.
    On the battlefield the Temple Maid relies most on her reflexes and her agility and training with the chakrams. Her biggest role however, is the helping hand she can deliver outside of the battlefield or after the battle when the time has come to tend to the wounds or purge tainted blights.


    Support hero with prayers and special range attack. They would be pretty much throwing that chakram.


    Ascetic
    Not all people are okay with going to the temples to pray to the gods. Not when they have witnessed the ruthless side, when they have lost their young sons or daughters. Some of them even try to reach the gods in their own way, parting ways with villages and cities and live a life on their own in the jungle. There they live a simple live but a life filled with the search of balance and pureness. Many die one day but some of them may succeed be touched upon by the devas and can now see a path to ascension. These men are known as Ascetics, old and frail looking and with long beards but a living example that the gods are indeed watching over the people of Ind.
    This at least is the reason the temple justifies their existence which in turn has increased the influence of the temple even more. A fact most Ascetic tend to overlook for various reasons.


    Mage hero. Comes with Lore of Ascension


    LORDS

    Maharani
    The society of Ind is well known for its caste system but little do outsiders know of the separation between religion and magic.
    The entire temple structure of Ind is strictly matriarchal and on its top resides a council of high priestesses but almost more important to the temple are the Maharani. Each Maharani is not only ruling her own city but has also served many years in the temple, as it is custom for daughters of nobility, where she has learned the Holy Prayers, making each Maharani a powerful Priest Queen. Balancing between the demands of the people and the demands of the temple is not always a simple task and Maharanis are known for many tricks and creative liberties to ease the burden of their dual responsibility.

    When a Maharani goes to war she wears armour made from the finest bloodsteel available, a gift only reserved for a chosen few and will arm herself with a round shield of similar quality and with a Vel so she can use spear and shield like the ancient defenders of Ind. Vels are sacred spears, once taken from the Vaults of the Vimanas and forged in ancient times to be used by the Devas themselves. They are well balanced weapons, never turning blunt but their true strength lies within their wielder for a true master of a Vel can create a spiritual copy of the Vel, to be used as powerful javelin.


    The first lord option for Ind is a tanky frontline fighter with prayers and a special ability to throw a javelin.


    Maharadscha
    The society of Ind is well known for its cast system but little do outsiders know of the separation between religion and magic.
    In Ind magic is considered a thing only for man and nowhere is this as clear as with the Maharadschas, the Mage Kings of Ind. Initially meant to be a tool against their feuds with the Maharani, the Mage Kings have come to appreciate their powers for many more reasons. One of the most important ones is the ease it brings to the people of Ind knowing that their leader has been visible blessed by at least one of the many gods and the fact that the Mage Kings restrict themselves to Khaly, the Queen of all Devas and her six children, puts even more power behind it. Yet, in an almost ironic way, this habit has also somewhat backfired on them and has put a burden on their relationship with the temple. This is mostly due to the fact that the Maharadschas do not ask for permission from the High Council who view this as nothing less then an insult towards their very existence as the only sanctioned connection to the gods, as they would see it. To make matters worse for the High Council, the ever increasing numbers of blessed Maharadschas has led to local temples and shrines breaking away from the High Council and its orders. Combined with the increasing importance of Maharanis, the future does not look bright for the importance of the High Council.

    The preferred weapons of Maharadschas are bows, weapons who have an ancient standing as weapons of warriors and heroes and the magic bows of the Mage Kings are among the most powerful weapons in the arsenal of Ind. They are incredible long reaching weapons, able to fire several projectiles with each shot and allow their wielders to stay safely behind the front lines while commanding their army. The blessing of the Deva-Queen Khaly or of one of her six children has given the bows additional powers and opened their wielders up to the winds of magic allowing the Maharadscha to cast spells as well.


    The second lord option for Ind is an artillery lord. Not something we have of now, as far as I know.
    Comes with Lore of Divinity and their unique skills are mutually exclusive for they are mostly about adding additional effects to their attacks.


    SPECIAL LORDS

    Blessed Bull
    Airavat. Once the name of a mighty and chivalrous warrior of the elephant man it has long become the name of their race, given by the humans. They do not mind however, for they admire the original Airavat and stories about his feats are used as a source of inspiration.

    Sooner or later comes the time an Airavat Bull will leave its group of like-minded kin behind and start wandering of on their own. Many of them will die sooner or later but some might survive long enough to pass on their strength to the next generation. A few chosen however, will go down a different path. Guided by visions of the devas they will follow a path of fate and greatness. After their will and prowess have been thoroughly tested they will return to the jungles and will be changed forever. Grown in size and with white skin and armour and weapons from days long gone, they are a sight to behold and armies will gather wherever they go, ready to follow this messenger of the gods wherever he might lead.


    The third lord option for Ind is more like a single wrecking ball that just happens to have an army behind it.
    Special as in needs second currency.


    Rakshasa Radja
    Once a Rakshasa has earned enough fame and wealth and respect, has slains enough enemies and made enough trophies in battle, to challenge its leader for his position. All Radjas of the bengals are seasoned Raksahsa themselves, as strong as they are cunning, as proud as they are terrifying. They bow to no one but their father, the eight-armed tiger and even the Five, for all their influence and power, cannot command the Rakshasa Radja to their will but merely ask for their help. These powerful warriors are not above listening to such requests but one would be wise to consider the consequences. Rakshasa Radja are not above turning on those who have requested their help should they feel not appreciated.

    Pretty much a buffed up lord-version of the normal Rakshasa with dual weapon and a loyalty mechanic.

    LEGENDARY LORDS


    Lady Samdhara, God-princess of Ind
    It is not uncommon for the Five to appoint an already ruling Mage King or Priest Queen as their champion especially when they expect the appointment to be rather short lived. Lady Samdhara, the ruler of Inds capital, however, has never been appointed while at the same time always been a champion in her life.

    Born with blue skin, yet black hair and multiple arms, she was regarded as being blessed by the devas since the moment of her birth for they gave her their look just like they did the with the Five. Her political power and influence within the borders of Ind are second to only the Fives themselves but she does not invoke the same amount of love and devotion of the masses. That is in no small part based on the fact that she, unlike the Five or even the other Priest Queens, is personally doing the ritual human sacrifice of her city that is uphold each and every year during the festivity in honour of the queen of devas. Even more so she came to wear the skulls of those she sacrificed like a necklace and to use the tools for that like weapons. Her rule is harsh but fair and while her love for sacrificing rituals may deny her the love of her people she does command a great amount of respect among the land.

    A respect that is almost fanatical devotion among the Temple Maids whom she was once part of and only the divine blessings allowed for an exception to the rule that normally goes for all maids. They are all too eager to join her cause and do her biding and it is almost impossible to find not at least one or two of them accompanying the queen wherever she goes and may it be the battlefield.
    When Lady Samdhara goes to war, she does so in a manner similar to those of Temple Maid, relying on her agility and reflexes rather then a heavy armour as a Priest Queen normally does. Even more so, it has repeatedly been seen that her slaying of the enemies seems to strengthen her, that the Queen of Devas seem to further bless her the more blood she sheds in her name for the blood that is shed in her name does not help the one upon a throne of skulls.


    Faction Effect
    • Can sacrifice post-battle prisoners to buff army
    • Allegiance points gained +25% for alliances with Ind
    • Recruit capacity +4 for Temple Maid

    Lord Effect:
    • Adds Frenzy to Temple Maid army-wide
    • Cooldown -50% for chakram ability army-wide
    • Ability: Blood Dance
    The first Legendary Lord for Ind is a close combat infantry destroyer with prayers and the ability to buff herself while in melee. Now, her unique ability Blood Dance would come with 3 levels with constant passive stackable effects. However, they would only work when she is in melee and she will loose them the longer she is not in melee. Pretty much working like a bar that is constantly emptying itself unless it is actively filled.
    Level 1: Bonus on Melee Attack and Melee Defence
    Level 2: Bonus on Physical Resistance and Leadership
    Level 3: uncapped regeneration of health and vigour

    As for her faction mechanic, that would be pretty much just an unique post-battle option.


    Raksheva, Archer of Purity
    Born as the first son of a Maharadscha, Raksheva seemed to be destined to inherit his fathers title and all that came with it. Yet his path should be a different one. Exiled by his own father, due to machinations of the new main-wife, Raksheva found himself banned to live in the jungle. Yet he was not alone for he was accompanied by the love of his live and her brother, his best friend and they met with the Vanaras and they took them in and showed them their ways but the tragedies of Rakshevas live have not ended.
    The Children of the Grandfather, followers of Nurgle, who have troubled Ind for centuries took those who accompanied Raksheva and all he could do in the end was to end the life of both of them after he found them. After this loss he returned to this fathers court and killed all he deemed responsible for his loss, including his own father. Afterwards Raksheva was ready to await his inevitable execution but this was the point the Five intervened and made him a offer he could not refuse. Now he has become a champion of the Five, one that will destroy the scent of corruption within Ind and beyond its borders.


    Faction Effect
    • Diplomatic Relationship -100 with factions with corruption
    • Exp gain +10% when fighting against factions with corruption
    • Upkeep -25% for Vanaras and Jungle Stalker

    Lord Effect:
    • Ambush success chance +35%
    • Ambush defend chance +35%
    • Add Vanguard Deployment army-wide
    Second Legondary Lord for Ind is a stealthy version of Maharadscha with Lore of the Jungle and an unique(as for Maharadschas) poisonous attack. Not really going with unique mechanics this time but rather giving a focus towards certain enemies.


    Washona, King of Tigers
    Rakshasa Radja are proud of their strength and independence but there is one they will follow. There is one whom they are almost truly loyal to. His name is Washona and he is the lion-maned chosen son of She'ar Khawn.
    Washona is a living hero among the bengal people, one that gets immediately access to any bengal village he wants and one that can call his brethren to war in manners they'd never do for others. They tell stories about the armies he led, about the battles he fought and about the enemies he has slain. One who might hear these stories might start to wonder how long Washona has been around or all these stories can even be considered true. Suspicions one would be wise to not tell the bengals for they do not take lightly to such words.
    Even more so since these stories are true for Washona is old, very old. In ancient, long forgotten days he was as young and harsh and bold as any fresh Rakshasa is but it has been long since he started to turn into the silent, scared warrior that is filled with grim determination that he is today.



    Faction Effect
    • Can recruit Bengal Warriors with Sword & Shield
    • Recruit cost -50% for Bengal units
    • Call of the Chosen: Rakshasa Radja never defect
    • Has access to Spoils of War
    Lord Effect:
    • Armour +10 for Bengal units army-wide
    • Adds Immune to Psychology to Bengal units army-wide
    • Characters Leadership aura size +50%
    It is all tiger now. This one is more you typical heavy armoured melee blender with bonuses to his army. His unique mechanic Spoils of War would pretty much allows you to give your armies certain trophies, the heads of slain commanders, to give them additional boosts. They would always give a bonus on leadership and more exp when fighting armies of the same race but on top of that, they would also have unique effects, whether you are facing their race or not.


    Ghaudama the Wise, the humble Champion
    It is not uncommon for the Five to appoint someone as champion who already had a position of power and influence before but there is no rule or restrictions towards who can become a champion. One of, if not the best example, is Ghaudama the Wise, who was born as a son of peasants.
    His early days were filled with duty and obedience but also unshakable faith in the gods. As young Ghaudama learned from his parents who prayed at the local temple on an almost daily basis, the gods take care of everything but we must prove our worth trough our faith and devotion. Then came the time his father was slain in battle and the faith of young Ghaudama was shaken. Before he had time to cope with this loss, it had become his duty to answer the call to war and young Ghaudama suddenly found himself on the forefront against the Nagas of Khuresh. Even more, he suddenly found himself alone, for the general of the army was slain and all the warriors and nobles retreated and only Ghaudama remained. He remembered the teachings of his parents and decided that this would be the ultimate test of his faith and he swore to the gods eternal servitude and loyalty, to do whatever they wanted him to do, if only they would sent help and stop the nagas that would inevitable trample over his home.
    As he prayed, still standing firm against the horde, was he seen by the retreating army. It started slowly, one man after another but soon it was whole groups, then battalions and regiments and finally the whole army returned. The warriors and nobles were not about to be put to shame by a mere peasant. The Nagas surprised by this turn of events failed to react in time and the attacking army drove them back to their homeland. Afterwards the warriors and heroes surrounded Ghaudama and demanded an answer as to why he did not retreat.
    “I did my duty as a faithful servant of the devas. How could I be that if I let their land be invaded?”
    It was the first thing that came to his mind and it seemed to him like these words were not his own. Regardless, the impact of this words were immense for the entire army sunk to their knees, humbled to their core by, what seemed, pure and honest words, spoken in a way that left no room for doubt in their true intention. This was the moment the Five made Ghaudama their new champion and his new life begann and it started with the life of an Ascetic.
    It has been decades since this day and Ghaudama has become old by now. He is just as bearded as any Ascetic is but sports a body that would put warriors to shame.



    Faction Effect
    • Ghaudama can unlock additional campaign effects when reaching certain new levels
    • Research rate +2% for every character level of Ghaudama
    • Ascetics replace Arcane Conduit with Greater Arcane Conduit
    • Rite cost -50%
    Lord Effect:
    • Winds of Magic power reserve capacity +10 army-wide
    • Leadership +20 for Bhumi Militia and Aruval Masters army-wide
    • Melee Defence +8 army-wide
    This is your caster lord with the Lore of Ascension


    Honourable mention goes to two LL I could even come up with names anymore, let alone lore blurbs.
    One would be the pretty much only Airavat Matriarch to actually to go war and have a big focus on elephants as units and movement on the campaign map.
    The other would have a heavy focus on diplomacy and the use of allied units.


    And that is it! By Sigmar, that was a long one, I can tell you :D
    Not sure if I am going to do another one like this honestly, I am kind of running out of possible candidates that interest me enough but even if I'd do another one, I doubt I am going to make it that long again.
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