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KINGDOMS OF IND

By Mathias Eliasson 5


Contents INTRODUCTION.................................................... 7 THE LAND OF A THOUSAND GODS......... 9 The Indans ................................................................. 10 History of Ind............................................................. 14 Timeline of Ind .......................................................... 23 Map of the Kingdoms of Ind...................................... 24 The Kingdoms of Ind ................................................. 25

THE ARMY OF THE DEVAS........................... 31 Army Special Rules ................................................... 32 Maharajahs................................................................. 33 Gurus ......................................................................... 34 Vishkanya .................................................................. 35 Beastmasters .............................................................. 36 Brahmir the Creator ................................................... 37 Vaishna the Preserver ................................................ 38 Shaivi the Destroyer .................................................. 39 Warriors of Ind .......................................................... 40 Sowar Horsemen ........................................................ 41 Peasant Levy .............................................................. 42 Snake Swarms............................................................ 42 Thugees ...................................................................... 43 Maiden Guard ............................................................ 44 Holy Warriors ............................................................ 45 Royal Chariots ........................................................... 46

Compiled, Edited and Partly Written by: Mathias Eliasson

Bengal Riders ............................................................. 47 Vanaras ...................................................................... 48 Rakshasas ................................................................... 49 Kalaratri ..................................................................... 50 Maruts ........................................................................ 51 Garudas ...................................................................... 52 Ganeshans .................................................................. 53 Nagas ......................................................................... 54 War Elephants ............................................................ 55 Basilisk....................................................................... 57 Lord Darahma ............................................................ 58 Karishna ..................................................................... 59 Urjana......................................................................... 60 Mhogli the Beastmaster ............................................. 61 Parashuruma ............................................................... 62 Lore of Eternal Truth ................................................. 63 Weapons of the Devas ................................................ 64 Sacred Relics of Ind ................................................... 65

THE INDAN ARMY LIST .................................. 69 Lords .......................................................................... 71 Heroes ........................................................................ 74 Core Units .................................................................. 76 Special Units .............................................................. 78 Rare Units .................................................................. 81

SUMMARY .............................................................. 82

Cover Art: Ensemble Studios

Art: Jessada-Art, Nick Egberts, artofpunjab, chain jane, Bhagat Singh, Nutchapol Thitinunthakorn, Fenghua Zhong, Amrut Shinde, Sidharth Chaturvedi, molee, Saryth Chareonpanichkul, Slawomir Maniak, Deadliest Warrior, Tom Lovell, Gandharvasstudio, Michael Prescott, Alex Horley, Marissa Riviera, pakoune, Paizo Publishing, infraberry, venkatvasa, ertacaltinoz, Felicia Cano, desmondwoot, nicholasgwee, xblooiex, timswit, Steve Argyle, aruncpdy, armandeo64, Ubisoft Montreal, Yuwono, angelmarthy, rhineville, vinay the one, denver k, Erik Maell, half eaten breakfast, RedHeretic. Book Design: Mathias Eliasson. Rules Development: Mathias Eliasson. Original Material: Games-Workshop, Phil Kelly, Gav Thorpe, Alan Bligh, Jambodini, Telepfenion, Nick Egberts, RPGPundit, Jeff Jonas, Matthew Goodall, Paizo Publishing, Monstrous Manual, Sean C. Frolich, Donna K. Fitch, James Quigley, James Wyatt, Scion Companion, Deities and Demigods, Colin McComb, Mahabharata, Ramayana. Special Thanks To: All the players that have contributed with feedback and ideas. This book is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either Ž, TM and/or Š Copyright Games Workshop Ltd 20002013, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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INTRODUCTION Welcome to Warhammer: Kingdoms of Ind, your indispensable guide to the Land of a Thousand Gods. This book provides all the information you’ll require to play with an Indan army in games of Warhammer. WHY COLLECT KINGDOMS OF IND? In the land of Ind, the Land of a Thousand Gods, the divine stalk the lands. All manner of deities, demi-gods and Devas meddle in the affair of mortals. The lands of Ind are rich and fertile, and ruled by aristocratic overlords from their gorgeous palaces. Yet the people are poor and superstitious, and revere a staggering array of gods and spirits, leaving offerings and saying prayers to them ceaselessly as they go about their day. The armies of Ind are truly resplendent when they march to war. Thousands of soldiers marching under the banner of the Maharajahs are accompanied by the Devas themselves, as well as many of the mysterious beasts of the jungle.

HOW THIS BOOK WORKS Warhammer army books are split into sections, each of which deals with different aspects of the titular army. Warhammer: Kingdoms of Ind contains:  The Land of a Thousand Gods. This section introduces the Indans and their part in the Warhammer world. It includes their society and history. You will also find information the Kingdoms of Ind, the Land of a Thousand Gods.

 The Army of the Devas. Each and every troop type in the Indan army is examined here. You will find a full description of the unit, alongside the complete rules for any special abilities or options they possess. This section also includes the Sacred Relics of Ind – magical artefacts that are unique to the army – along with rules to use them in your games.  The Indan Army List. The army list takes all of the characters, warriors, monsters and war machines from the Army of the Devas section and arranges them so that you can choose an army for your games. Units are classed as characters (Lords or Heroes), Core, Special or Rare, and can be taken in different quantities depending on the size of the game you are playing.

FIND OUT MORE While Warhammer: Kingdoms of Ind contains everything you need to play the game with your army, there are other books and updates to be found. For the other books in the series and the latest rules updates, visit: www.warhammerarmiesproject.blogspot.com

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THE LAND OF A THOUSAND GODS Far to the southeast of the Warhammer World lies the nation of Ind, called the Land of a Thousand Gods. Exotic spices, jade and other treasures lure the adventurous to this sweltering realm, although few return. Some fall prey to bestial creatures on the route to Ind, others are captured and sacrificed by bloodthirsty cults. However, those travellers that does return report that the rulers of Ind are wealthy and generous, living in opulent palaces surrounded by slaves and servants, and are great patrons of the arts and Ind's many golden temples.

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THE INDANS In the land of Ind, the Land of a Thousand Gods, the divine stalk the lands. All manner of deities, demi-gods and Devas meddle in the affair of mortals. The lands of Ind are rich and fertile, and ruled by aristocratic overlords from their gorgeous palaces. Yet the people are poor and superstitious, and revere a staggering array of gods and spirits, leaving offerings and saying prayers to them ceaselessly as they go about their day. A deeply spiritual land, its people may seem strangely content to outsiders, but it is just their odd way of dealing with the horrors of life and should not distract the traveller from the perils of this place. A favoured destination for spice merchants from all across the world, who eagerly travel here to buy rare and valued herbs, it can be difficult to understand the customs of the locals. In fact, doing something as simple as crossing a bridge the wrong way, or eating meat can stir up the ire of the locals in some places, bringing down swift retribution upon the confused traveller. The gods of Ind are also a puzzling lot, and travellers are advised to smile politely and nod, as a local offer up prays to his mouse or weevil deity.

THE CASTE SYSTEM The Kingdoms of Ind have a deeply stratified society. They are all monarchies with considerable disparities in wealth and comfort of living among the different classes; in any city one can find extreme poverty and extreme opulence. A rigid class structure divides the people into four castes, plus the untouchables who are outside and below the castes proper. These four castes represent the societal order in the Kingdoms of Ind, the class every civilized human being is born into. Caste is seen as a product of one‘s karma, or actions in a past life; thus it is extremely difficult, though not impossible, for a person to be elevated to a higher caste in their life time; it is also possible – but requires extreme violations of taboos – for a person to be demoted to a lower caste within their own lifetime; but the vast majority of humans in the Kingdoms of Ind are born into a caste and die in the same caste. The highest caste is the Brahmins, the shamans of the Devas – the deities of Ind. The Brahmins, as representatives of the gods among humanity, hold a position of ultimate authority, but they are strictly barred from exercising that authority in worldly affairs such as politics. Tithes paid by members of the other castes make the Brahmins wealthy, but at least half of their wealth goes directly to their temples, making them unable to leverage their wealth for any kind of secular authority. Religious strictures prohibit the Brahmins from eating with or accepting food from members of the other castes, and they also demand high standards of purity and moral conduct from them. Technically subordinate to the spiritual authority of the Brahmins, the Kshatriyas caste nevertheless exercises the highest temporal authority. The most powerful of the Kshatriyas are the Maharajahs, while others are lesser nobles and retainers within the kingdoms. The rulers of most Kingdoms are of the Kshatriya or Brahmin caste, and rule in concord with the priesthood, which are all by obligation members of the Brahmin caste. The Maharajahs have absolute authority but are bound by tradition, religious dictates, and ancient laws. Smaller kingdoms are governed directly by the monarch with the help of a public bureaucracy; larger kingdoms will often be divided into regions governed by regional administrators. The seven largest Kingdoms of Ind consist of several vassal states which have their own kings or princes. While Kshatriyas have unquestioned authority over secular matters within their sphere of influence, they have no power over the Brahmins or over any religious affairs. A Kshatriya can order a religious festival to be held, but cannot conduct it; he can finance a temple‘s construction but cannot open its doors. All religious

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ceremonies, observances, sacrifices, and prayers are wholly within the Brahmins‘ domain. Below the Kshatriyas are the vaishyas, the large merchant class of Ind. Some vaishya merchants may rival the wealth of the Rajahs themselves, but their power is limited by their lower station; no vaishya can hope to rule or govern, no matter how great his wealth. However, a vaishya is also much freer to conduct his own affairs as he pleases, without the burden of excessive religious doctrine or debts of loyalty. The lowest of the four castes is the shudra caste, which is made up of farmers, herders, and servants. These are much like the peasants and serfs of other kingdoms. Below even the shudras, and technically outside the caste system altogether, are the chandalas, or "untouchables". The chandalas perform the tasks that make them unclean; tasks such as cremating the dead or butchering meat. The chandalas are "untouchable" because a member of a higher caste must undergo ritual cleansing if she comes into physical contact with a member of this group. Within each caste there are several families or clans. The clan is an incredibly important element of the social structure; one‘s Clan typically determines the family profession, and acts as a support network for its members throughout a kingdom and even in foreign kingdoms where the clan is also found. In a city, the local clan elder or elders will have a large clan house where family business is managed and where traveling members of a clan can find accommodations and assistance. Thus an individual can travel from one land to another and can present himself to the local clan heads or elders, and be likely to receive hospitality and aid. Clans also act as enforcers of proper social rules; the clan elders are in charge of determining important choices for their members, such as approving marriage agreements, regulating internal disputes or arguments with other clans, making certain that its members maintain good relations with the law and fealty to the Rajah, and that social taboos are not violated. They have such social power that a clan can even sell one of its members into slavery for non-payment of debts. Being expelled from one‘s clan is an extremely serious problem for any Indan, as that person no longer has a vital support network in which to operate in society. Sometimes, a clan may also choose to adopt someone, by marriage or declaration, into the family.

THE WORSHIP OF THE DEVAS It is said that there are over thousand gods in Ind, and almost all of these are relatively minor deities, essentially unknown to the majority of the inhabitants. Some say this is more of a metaphorical idea than a real count; suggesting that everyone has their own personal deity that represents their connection to the divine. Even so, there are dozens or hundreds of gods that are worshiped at different times and in different regions of

Ind, and a long list of more significant gods that are worshiped regularly and in all the human lands. Indans generally do not limit themselves to the worship of a single deity. They certainly do not deny the existence of the multiplicity of gods. A few, however, are devotees of a specific god or goddess that they hold in higher esteem than all others, and turn to more often. For the average human of the Kingdoms of Ind, divine worship is a more pragmatic thing, offering prayers and ritual to gods based on their necessities of the moment and the specialties those gods are said to manage. There is some regional variance as to which of the major gods hold the most prominence in a given country. In general, while every major god will have temples and shrines in every city of Ind, there are two broad categories of which gods have principality in a given land: there are the faithful who hold Vishnu above all others and those who hold Shiva above all others. In the lands where Vaishna is most prominent, the gods associated most closely with him; Brahmir and Darahma (and Hanuman), are given pre-eminence. In the lands where Shaivi is most prominent, his spiritual family of gods - Parvati, Kali-ma, Durga, Ganeshan, and Murugan - are given pre-eminence. The old gods of nature, of whom Cindra the god of sky and thunder is the greatest, are worshiped everywhere but are especially venerated by the more barbaric tribes; other ―old gods‖ include Igni, Chandra, Prithvi, Surya, and Varuna.

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In any of the lands that are situated upon one of the Holy rivers, these rivers are also worshiped as goddesses, and sources of life itself, as they often literally are, for the locals. The chief goal of the pantheon is to protect Ind and its people from the incursions of the daemons of the universe. While the gods may disagree among themselves about the best way to carry out this protection, they are united in this goal. The worshippers of the Devas feel a kinship with other worshippers, no matter which god they have chosen. Few, if any, Indans worship the entire pantheon. Members of the same family may worship a diversity of gods, but feel that they are all united. Worship of the Deva is not an evangelical religion, and worshippers are comfortable with this diversity.

Among the Indans, the system known as dharma is important. Dharma is the duties and obligations, the actions that one does. These duties vary, depending on the god worshipped, but all actions taken are important, more important than the specific teachings of a particular god. The belief in dharma is the belief that correctly performing required rituals is a good in itself. The specific actions themselves are referred to as karma. The accumulation of these actions throughout one‘s life determines what ultimately happens to the soul. After death, the soul may be reincarnated, depending on the deeds done in life. The ultimate goal of the soul in this system is moksha, personal salvation or liberation from the cycle of birth, death, and rebirth.

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CONTACT WITH THE OLD WORLD Apart from the occasional spice merchant from the Empire, it is unlikely that an Old Worlder will ever come into contact with the Indans. Most Indan trade, such as it is, is conducted with Cathay and Araby. It is from Cathay that the first caste purchased their cannons, the only gunpowder weapons present in Ind, and their use is restricted to members of the upper caste only. Elven travellers are not an uncommon sight in the east of Ind, however. The other exception is a small trading colony of Marienburgers who occupy a small island off the south coast. Their presence is tolerated most of the time, though it has not been unknown for the Marienburgers and Indan of either persuasion to come to blows. This does not mean the Kingdoms of Ind are free from threats however, for in the dark jungles, evil Rakshasha dwells, along with the minions of the daemonic Asura, waiting for an opportune moment to strike. Dark Elf Black Arks filled with slave taking raiders show up from time to time, a true horror to the coastal cities. Hungry Ogres sometimes wander down from the Mountains of Mourn, seeking employment as mercenaries at best, and Indans for food at worst. Chaos Dwarf slave parties are also not unheard of, along with Hobgoblin raids and the occasional ruffle with Lizardmen from the Dragon Isles. From the northeast, the Kingdoms of Ind faces the Cathayans, and though relations are mostly peaceful now, it has not always been thus. Directly to the east, connected only by a small strip of land, are the Hinterlands of Khuresh, home of Chaos Naga, Forest Goblins, Skaven, and other vile creatures. Though they rarely move as far west as Ind, they are still a constant threat to the eastern kingdoms.


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HISTORY OF IND THE CREATION OF THE WORLD According to the Indans, the pantheon of Indan deities, known as the Deva, came to Ind thousands of years ago. After Brahmir created the world and all that is in it, he largely left it to its own devices. Vaishna, Lord of the Universe, saw that the fairest land of all Brahmir‘s creation was Ind. The people‘s hearts were open to him and his consort, Likshma. The first crude temple that was built in all the land was dedicated to the worship of Vaishna. This temple still stands today, somewhere in the heart of the Land of a Thousand Gods, protected from harm by Vaishna himself. When Vaishna drew near to Ind and bestowed his blessings upon it, the attention of other gods was drawn to the land as well. Those gods who were companions or allies of Vaishna saw the wisdom of protecting the beauty and riches, both spiritual and material, of Ind. The Asura, opponents of the Lord of the Universe saw the opportunity to foul Vaishna‘s plans. They were moved by the attractions of the land as well, gaining followers among its people.

THE FIRST KINGDOM Over 4500 years ago, in a younger age, a great human kingdom flourished in the land that was then called Mahanaga. The capital city, which gave its name to the surrounding land and the kingdom itself, was a monument to the deep religious faith of its populace, their technological mastery, and the wealth and grandeur of their civilization. Amidst a network of irrigation canals, stone temples sprawled over dozens of square miles, mirroring the shape of the universe in their five-towered construction. The people built their temples of stone, which was the only material fit for the homes of Cindra, king of the Devas, and his subjects. Beside these monumental temples, even the great rulers of the kingdom lived in wooden houses, as they were unworthy of such a fine home as Cindra had. Each night, the Maharajah of Mahanaga ascended the steps of the pyramid-temple to converse with Cindra and the gods, thus ensuring the stability of the kingdom by enacting their will. For a thousand years, or so the legends say, the Maharajahs of Mahanaga ruled with wisdom and justice, if not mercy. The reign of the Maharajah known only as Abrahsarpa brought the glory of this ancient kingdom to a cataclysmic end. His arrogance and foolish pride became evident soon after his ascension to the throne at the age of eleven. In the first two decades of his reign, seven rajahs of the kingdom renounced the Maharajah‘s rule and formed independent kingdoms of

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their own. Similarly, the ascetics of the mountains refused to obey the Maharajah‘s mad edicts and withdrew into their alpine fortresses, effectively removing the Mountains of Heaven from the empire‘s domain. Undaunted by this drastic reduction of his domain, Abrahsarpa grasped at higher authority than the deities allow mortals to have and angered Cindra as well as the spirits of his ancestors. Forming a pact with the evil Asura, the daemonic adversaries of the Deva, Abrahsarpa sold his soul to Vratri, the leader of the Asura, in return for more power. This made him undergo a horrible mutation, emerging as a vile snakelike being, just like the cruel god he now served. The Maharajah‘s closest Brahmins and advisors likewise took on his abomination form, while the other nobles of the kingdom gained but one serpentine feature – a snakelike head, or snakes for arms, or some other deformation. The common people of the kingdom retained their human shape, but they grew scales, or their eyes turned yellow and their pupils slit, or their tongues became long and forked. Abrahsarpa, now Vratri in physical form, used his powers to summon vast hordes of hideous, twisted Asuras, daemons with perverted spirits from the otherrealm, to destroy the other Kingdoms of Ind that had deserted him and refused to bow down to his might. With his untold minions, he sowed chaos and destruction upon the land, forcing the Devas themselves to intervene.


the Devas, challenged Vratri to a duel, and the two fought with such intensity that the world shook and the sky cracked. For a while, it looked as if Cindra would fall to the Asura, when he finally dealt the final blow that ended the battle, as Hama‘s unerring gaze found a weak spot deep within the folds of Vritra‘s dried carcass. With Vratri defeated, the Asura dispersed back into their realm or the dark jungles. With the Asura gone, the people of Ind enjoyed unprecedented years of prosperity. The Devas and their people revelled in a special intimacy after such battles, similar to soldiers returning to their families after a war. While men grew self-absorbed and prideful in the centuries after thinking the Asuras bested, the Devas in their eternal battle know better. Yet, for almost a thousand years, Ind would know relative peace, and the Devas themselves begun to slowly distance themselves from the mortal world, although always keeping a close eyes on their followers, ready to intervene if needed. During this time, the various kingdoms blossomed, and art and science would develop. Yet as the case of all things, it would not last forever; war would eventually return.

THE CONQUEST OF ALESSANDRO THE MIGHTY THE WAR OF THE DEVA For many hundreds of years, Vratri and the Devas battled for control across every part of existence—the oceans, time, art, love and the very hearts of mortals. Many Devas fell, defeated in the bloodiest of battles. The, beat them into submission through ingenuity and martial prowess. It was obvious when Vratri gained the upper hand; unprecedented sorrow rose from a famine, moral bankruptcy haunted those living near dried riverbeds, men lacked the will to act in an honourable manner and the land itself shrivelled beneath their feet. Invaders and occupiers took crops and women, forever changing the culture the Devas worked so hard to protect. In a last-ditch effort, the goddess Sarvati visited the Maharajahs of the other kingdoms, inspiring them to rise against the Asura. She also sought to inspire the few Devas that had lost hope, after having been defeated so soundly by the Enveloper that they had begun to look towards their successors and children to take their place in battle. The mortals gained independence, but not without extreme sacrifice. The Devas were emboldened by the actions of their followers, and Kali-ma drew first blood with Ganeshan‘s blessing behind her swing. With the armies of Man behind them, the Devas fought back, until they faced off against the Asuras and Vratri in one final, titanic battle. The fighting lasted for days, with blood flowing as so fill a smaller river. The Indans were losing heart in the face of the seemingly innumerable hordes of Asuras, and throught of doubt crept into their minds. It was then that Cindra, king of

In the year 440, a mighty Prince from Luccini had amassed a large army, and set about conquering the world for himself after the collapse of the Myrmidian Empire. But rather than conquering Tilea, he moved out to unknown lands, eager for adventure. Crossing the World's Edge Mountains, he moved across the Dark Lands along the Spice Route with relatively little opposition. He was determined to march to the end of the world if he had to, in order to find a land worthy of conquering, of the likes no one in the Old World had ever seen before. The Tilean army's march to the world's end stopped In Ind. Though they were initially successful in driving back the Indans who had never faces the tactics of the large pike formation of the Tileans, Alessandro's conquest would soon come to a halt. Weary of constant campaigning after two years, and many thousands of miles from their homeland, part of Alessandro's army mutinied. Alessandro tried his charismatic best to cajole and goad them on, him they would not march onwards. Snakes, humidity, disease, and the increasingly savage defence of the Indans finally broke their will. A recent assault at Satigala had resulted in a high number of deaths, and many more wounded. The Tileans were further agitated by news of yet another huge Indan army waiting for them across the Ganga River. The news that the enemy was preparing to unleash hundreds of war elephants against them caused unprecedented anxiety. Alessandro shrugged off this talk as just rumours and pointed out that the Tileans had already defeated one elephant army soundly, and with their new found experience would defeat the next.

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Alessandro did not seem to realise what real dangers lay ahead to the east, for the Indans were as powerful as the rumours stated. Led by Maharajah Porusati, the Indans and Tileans met in a huge battle at Ganga River. The Indans sent in their cavalry and chariots that at first fought unsupported, but later on the elephants charged. The infantry were seemingly left behind and forgotten, only to be pushed into a massed mob and trodden through by their own beasts. The infantry were more or less subservient to the lords on their elephants and chariots, and seemed to only become a factor in the pursuits of broken enemies. When the battle was pushed to the infantry line, the infantry gave way before the lords riding on elephants and huge chariots rather than even strike their superiors. The stubborn defence of Alessandro's pikemen against the elephant assault demoralised the Indan troops, unaccustomed as they were of enemies breaking the traditional rules of formal battler. Though Alessandro did manage to snatch victory from the jaws of defeat, the cost had been too high. Most of his army was wounded or dead and the rest were refusing to move forward. Alessandro's himself had gotten wounded in combat against Maharajah Porusati, pierced by a javelin through his upper thigh. He realised he now had no chance of conquering the rest of Ind. It was time to return home.

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The Tileans turned back and Alessandro cut a bloody swath of reprisal against the isolated cities, sacking and pillaging his way out of Ind, leaving only a few soldiers to behind to govern his holding, hoping to one day return with another army. But once Alessandro had marched home, the Indans fermented a resistance movement that soon grew strong enough to overthrow Alexander's governors and re-established their old Kingdoms. What became of Alessandro is uncertain. Some say he returned to Tilea, but was unable to raise the money for a new army, and whose mutterings were considered insane. Others say that he died on the way back from his injury, though yet a third rumour say that he marched to the Border Princes where he made a small Princedom for himself. For the Indans, this was the first contact with the Old World. However, it would take more than a thousand years until any other Old Worlders would set foot here, with but a faint rumour to suggest there even was a nation there until then. When news of the Land of a Thousand Gods finally reached the ears of Tileans, Imperials and Bretonnians alike, merchants and explorers set out to seek it out for themselves, eager to see what knowledge and treasure such an endeavour would bring. While it may have started with war, Alessandro's would-be conquest would eventually lead to the prosperous trade relationship Ind have with the other nations today.


DARAHMA, GOD-HERO OF IND Around 850, Dasharatha was the King of Ayodhya and had three wives and four sons. Darahma was the eldest and his mother was Kaushalya. Bharata was the son of Dasharatha‘s second and favorite wife, Queen Kaikeyi. The other two were twins, Lakshmana and Shatrughna whose mother was Sumithra. In the neighbouring city the ruler‘s daughter was named Sitra. When it was time for Sitra to choose her bridegroom (at a ceremony called a swayamvara) princes from all over the land were asked to string a giant bow which no one could lift. However, as Darahma picked it up, he not only strung the bow, he broke it. Seeing this, Sitra indicated that she had chosen Darahma as her husband by putting a garland around his neck. Their love became a model for the entire kingdom as they looked over the kingdom under the watchful eye of his father the king. A few years later, King Dasharatha decided it was time to give his throne to his eldest son Darahma and retire to the forest. Everyone seemed pleased, save Queen Kaikeyi since she wanted her son Bharata to rule. Because of an oath Dasharatha had made to her years before, she got the king to agree to banish Darahma for fourteen years and to crown Bharata, even though the king pleaded with her not to demand such a request. The devastated king could not face Darahma, and so it was Queen Kaikeyi who told Darahma the King‘s decree. Darahma, always obedient, was content to go into banishment in the forest. Sitra and his brother Lakshmana accompanied him on his exile. One day Darahma and Lakshmana wounded an Asura Daemon who tried to seduce Darahma, before manging to escape. She returned to her master Narava, the tenheaded ruler of Lanka. In retaliation, Narava devised a plan to abduct Sitra and sacrifice her in revenge, a first step towards conquering the Kingdom of Kosala. He sent one of his daemons disguised as a magical golden deer to entice Sitra. To please her, Darahma and Lakshmana went to hunt the deer down. Before they did though, they drew a protective circle around Sitra and told her that she would be safe for as long as she did not step outside the circle. After Darahma and Lakshmana left, Narava appeared as a holy man begging alms. The moment Sitra stepped outside the circle to give him food, Narava grabbed her and carried her to his kingdom in Lanka. Darahma then sought the help of a band of Vanaras that offered to help him find Sitra. Hanuman, the leader of the Vanaras, cast a spell to allow him to fly. He flew to Lanka and, finding Sitra in the grove, comforted her and told her Darahma would come to save her soon. He then flew back to Darahma to told him where Sitra was. Darahma, Lakshmana and the Vanara army built a causeway from the tip of Ind to Lanka and crossed over the strait, where a cosmic battle ensued. Darahma killed several of Narava‘s brothers and eventually confronted the ten-headed Narava. Narava started the

battle decked in armour, black as night, made of the strongest steel. He and Darahma stood facing each other on the battlefield, Narava in his mighty chariot and Darahma in a chariot granted to him by Cindra. They charged at each other, bows strung. Narava with his twenty arms was shooting eight bows at a time, while Darahma shot his golden bow. Narava shot thousands of arrows but none of them pierced Darahma, and the whole time Darahma was selecting his shots, shooting down Narava's arrows and managing to sever Narava's heads. But as each head was cut off another would grow back in its place. When both saw that ordinary bows and arrows were not working, they turned to the mighty astras and mantras. First Darahma put a fire mantra on his arrows and sent them raining down on Narava, like a volcano pouring from above. Narava saw this and used his own rain mantra, bringing rain clouds which poured down like a flood putting out the fire arrows. Darahma then called upon a wind astra, in which the winds came and removed all the rain clouds from the sky. Narava, in turn, fired an earth astra into the ground, bringing up mountains to block the winds from moving the clouds. Darahma then decided to use a weapon he had been given by Brahmir, named Brahmastra. The mighty arrow rose to the heavens with the help of all the elements. As it reached the apex it split apart into thousands of bolts of lightning, stabbing the mountains created by Narava, driving them back into the ground. Attack after attack ensued, but Narava was unable to hit Darahma, while Darahma's arrows pierced Narava several times. Narava finally realized that his bow,

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even with astras, was useless and turned to another weapon, his mighty mace. The two chariots charged at each other, and Narava released his mace at the same instant Darahma threw one of Cindra's spears. The spear tore apart Narava's chariot, though it could still fly. Narava's mace struck Darahma's charioteer, and he was knocked out of the chariot. Darahma threw himself at the mace, which was returning to Narava, grabbed it, and broke it. Darahma a then landed the chariot on the ground, in order to help Matali, who was still alive - and it was from the ground that Darahma decided to put an end to this battle. He began firing arrows at Narava's charging chariot. He managed to rip off one of the wheels, forcing Narava to also come down to the earth to fight. There the two greatest warriors of the time stood, Narava wielding his last bow and a massive sword, and Darahma, wielding his elaborate golden bow. Darahma reached down into his quiver and pulled out what seemed to be a large blade of grass, fitted with a brass casing and arrow head. This arrow possessed great power and could shoot through solid stone. Raising his bow, he fired; and the arrow soared through the air smashing into Narava's sword first and shattering it, and next tearing through Narava's bow. After it had destroyed those weapons it went straight into Narava's chest and through his heart. The Demon King lay dead. Darahma freed Sita and after Sita proved here purity, they returned to Ayodhya where Bharata returned the crown to him. Darahma thereafter ruled his kingdom for many years, before he handed it over to his two sons, retiring to ascend to the divine realms, and join the Devas as a god himself.

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A KINGDOM DIVIDED In 1253 played out the largest civil war in Ind's history, where cousin stood against cousin, and friend stood against friend. The conflict began when the previous king of Kurya, Vichitravirya, had two sons and potential heirs. His oldest son by his first wife was named Dhirtarashtra, and was born blind. His second son by his second wife was named Pandu and was born with extremely pale skin but otherwise healthy. Thus, on his deathbed Vichitravirya gave the kingdom to Pandu. Dhirtarashtra proved to be a competent governor and politician, perhaps a better ruler than his brother the king, in spite of his blindness. Both men had sons: Dhirtarashtra had 100 sons by his many wives; the eldest of his sons was Prince Duryodhana, who was healthy and strong but of a wicked and unholy disposition. As the eldest son of an eldest son, he felt it was his right to rule the kingdom, and his father wished this for him. Pandu had five sons (collectively known as the Pandavas, who were Yudishthira, Bhima, Urjana, and the twins Nakula and Sahadeva, all five were great and noble warriors). To further complicate matters, Pandu died when his sons were still very young. After considerable political upheaval, Dhirtarashtra was crowned king after his brother‘s death, rather than Pandu‘s immature heir Yudishthira. However, the Pandavas went on to gain great popular support due to their nobility and heroism, and when they came of age, the Kurya Kingdom was threatened with a potentially devastating civil war between the supporters of Yudishthira and those who supported Dhirtarashtra and his son Duryodhana.


Finally, against Duryodhana‘s wishes, Dhirtarashtra decided to split the Kurya Kingdom in two so as to avoid war; the more backward and poorer western half of Kurya would be given to Yudishthira and his brothers to be ruled as a separate kingdom; while the richer and more central Eastern Kurya would be kept by Dhirtarashtra and eventually inherited by Duryodhana. Yudishthira, the Western Kurya king, seeking to establish his right as the legitimate ruler of the Kurya Kingdom, sought to perform the Rajasuya Yagna ceremony, wherein he had to travel to all the other human kings of the Kingdoms of Ind and have them either recognize his authority, or defeat them in warfare or combat. Convinced by his brothers, Yudishthira realises the Maghadan Empire must be defeated first and foremost. The Western Kuryas thus entered into a war of impossible odds against the much mightier forces of Bhalluka; but they scored great military successes, defeating of many of the armies under the Bhallukan banner, and slayed of one of Maharajah's Jarasandha‘s chief commanders. Even so, their forces were nearly overwhelmed by the sheer numbers of the Bhallukan army, until the Pandavas sneaked into the Bhallukan capital in disguise, and the strongest of the Pandavas, Bhima, defeated and slayed Jarasandha in personal combat. The Bhallukans were dispersed and returned to their kingdom, and the imprisoned chiefs set to be sacrificed were freed.

Jarasandha‘s son Sahdeva was crowned the Maharajah of the much-diminished Bhallukan Kingdom, after he submitted to Yudishthira. Yudishthira continued his Rajasuya ceremony, where he and his brothers travelled to every human kingdom in Ind, gaining recognition from all the Maharajahs either by submission or by force. Duryodhana and his brothers were present at the Rajasuya ceremony, where they were greatly humiliated. However, during the long festivities, king Shakuni of Gandara, who had long hated all the Kuryas, sowed discord by challenging Yudishthira to a game of dice; Yudishthira proceeded to lose ever larger amounts until he eventually gambled away the entire Western Kurya Kingdom, which Shakuni gave over to Duryodhana, hoping to cause a civil war in the Kurya Kingdom. Dhirtarashtra, realizing his old enemy‘s tricks, and wishing to avoid a devastating conflict, created a condition by which the Pandavas could regain their half of the kingdom: they must go into exile for thirteen years, and if their location is not discovered in that time, they would have the kingdom restored to them. The Pandavas were forced to reluctantly agree. For the next thirteen years there was relative stability; Kurya was united again under Dhirtarashtra and Duryodhana‘s rule, and the Pandavas were hidden in exile, spending their time of exile in the Mountains of Heaven, in the lands of the Nishada tribe of barbarians, in the Kamyaka and Dandaka jungles, and finally spent their last year in secret in the court of their great friend, King Virata of the Lankshana Kingdom. During this time they engaged in a variety of acts of religious

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austerity as well as heroism. At the end of this period of time, the KuryaKingdom and forces of northern barbarians invaded the Matsya Kingdom, and the Pandavas fought against Duryodhana‘s army to defend the Matsya Kingdom from the invasion. The Pandavas demand that their half of the Kurya Kingdom be restored, but Duryodhana refused, making war inevitable. The two sides gathered allies from almost all the armies of the Kingdoms of Ind. In the end, there were at least a million troops on each side, which met to do battle in the valley of Kuryakshetra. The battle lasted for eighteen days, at the end of which out of all the troops who fought only eleven soldiers survived, including the Pandavas. The entire armed forces of almost all the human kingdoms as well as the vast majority of the human nobility were wiped out in the brief apocalyptic war. Of Dhirtarashtra‘s one hundred sons, only one – Yuyutsu, who at the last moment switched side to fight alongside the Pandavas – survived. Yudishthira became king over the remains of the Kurya Kingdom, sparing Dhirtarashtra‘s life, and the blind and aged monarch is retired to a hermitage in the mountains, while making a final peace by giving Yuyutsu vassal reign over the city of Cindraprastha. The heir to Yudishthira‘s throne was Urjana‘s grandson, Parikshit, as all the Pandava‘s sons died in the war. When Parikshit came of age, Yudishthira, devastated by the destruction his generation has

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caused, abdicated in favour of his grand-nephew, and he and his brothers all left to travel to the Kailas Mountains, where they either died or ascended to the heavens. Though stability would finally return to the land, it would take many years for the kingdoms to recuperate. It is today known as one of the most tragic tales of Ind, and while conflict have been set alight between the Kingdoms since, it has fortunately never reached the same scale.

WAR WITH CATHAY In 2027, Cathayan forces intent on conquest moved into Ind through Chimal Pass in the Mountains of Heaven. The Kingdom of Gandharva was quickly set ablaze, with those inhabitants putting up any kind of resistance being slaughtered in the thousands. This sparked a fire in the hearts of the remaining Kingdoms; for where they might have dislike for each other, this was nothing compared to that of the despised Cathayans. Knowing full well that unchallenged, the Cathayans would conquer the entirety of Ind, one isolated kingdom at a time. Soon, all the Kingdoms of Ind formed a mighty alliance, ready to take the fighting back against the Cathayan invaders. Utilizing the environment, the Indans began a guerrilla war using local skirmishing forces to harass the Cathayan armies while marshalling their own to face them on the field of battle. While the Cathayans might have been technologically superior with thousands


upon thousands of soldiers, the Indans were fighting on their home turf to protect their homes, and could raise large armies quickly. Even so, the Cathayans were not quick to give up, and the war would last for another eight years, during which large parts of Ind was set aflame.

Maiden Guard fighting against Swordsaints, War Elephants trampling Cathayan warhorses, and the lesser Avatars of the Devas challenging the eternal Terracotta Warriors of Cathay. Blood ran thick, forming a small stream throughout the mountain pass, and the corpses of the slain lay knee high throughout.

During this time, the frontline would constantly shift back and forth, until finally, the Indans started to gain the upper hand. Gradually pushing the Cathayans back to Chimal Pass through the Mountains of Heaven, this would be the location for one final, great battle of the war. Both sides were evenly matched, and fighting on the border between the two nations meant no one had the favour of the terrain. The Cathayans however, positioned their war machines to be able to fire right at the advancing Indan army, causing high casualties among the infantry. To counter this, the Eldritch Gurus gathered in mediation, muttering mantras and mantras of unknown power, which they used to summon a titanic Avatar of Vaishna, larger than even the mountains surrounding it. Withering cannon fire like they were tiny pebbles, this gigantic being marched through the pass, squashing all beneath it. It seemed victory would be all but assured for the Indans as long as they could sustain its power, had it not been for the treacherous Monkey King of Cathay. Using magic of his own, the creature attacked the face of the Avatar, eventually breaking the bonds of magic that contained it into the mortal world. Without the support of the Greater Avatar, the Indan army had to rely on their own strength, as the Cathayan army surged forward with renewed vigour. What followed was nothing short of a bloodbath. Indan swordsmen clashed with Cathayan halberdiers, the

After a day's fighting, both armies were completely spent, with neither side being able to gain the upper hand. Knowing that their remaining forces would stand no chance at pushing into Cathay itself, the Indan Maharajahs considered negotiating for peace. Yet as they swallowed their pride and readied to meet the Cathayan generals, they were greeted by a small contingent waving a white flag. As it turned out, the Cathayans too has the same thoughts, and the two parties grudgingly agreed to end the pointless and costly war. Each agreed to respect the natural border laid out by the Mountains of Heaven and the Thar Desert, and pulled back their troops. The war was over, and would forever be remembered as one fought with nothing gained on either side. Chimal Pass became a no man's land, with Indan and Cathayan sentries placed on either side in case one of the two factions would think of breaking the peace treaty. There's great enmity between Cathay and Ind even to this day, with both cautiously surveying their border for signs of any would-be invaders. But with threats looming from other sides of their lands, both the Indan and Cathayans have honoured their words‌ so far.

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THE COMING STORM Ever since the first war against the Asura, the Devas have accepted their role as foil to the all-consuming destructive force of the Asura and believe that there will never be an absolute victor in the conflict. At best, they can hope for personal liberation from the cycle of life, even if the cycle itself is immutable. For thousandsof years their swords have not dealt a death blow to Vritra, and they have no reason to believe that they ever will. Many of the Devas believe that Vritra will return with more regularity, as the end of a great cycle of time approaches. They estimate that the end of a final age of man is upon the world, the last epoch before the whole of creation—all realms together—undergo rebirth. Many Devas accept that this time will come and do not fight against it. They point towards the return of other Asuras as harbingers of their omen. With increasing regularity they see his offspring walking the earth. Evil Rakshashas, perversions of men mixed with Vritra‘s blood, continually vex the Devas‘ followers with a demanding thirst for their ichor. Thousands of Indans have recently been captured and brought to a horrible death in the maw of Vratri by these creatures. What had been a war between the Devas and Vratri has now grown to a larger conflict that requires the pantheon to forge new relationships with their ancient neighbours and come to their aid, as the Asura yet again come to the soil that the Devas call their own. The foes of the Devas seem to grow by the day, but their eternal enemies are the Asuras, the race of daemons born from the perversion of Vratri‘s blood.

Their karmic path runs opposite to the pantheon‘s adherence to order and harmony by sowing chaos and destruction. These daemons, sometimes great beastly perversions slavering for blood, and other times wise but sinister ascetics, know only hatred for the Devas. They desire nothing more than to sap them of power and leave them for dead. Each of them shares blood with Vratri itself. Even the smallest amount of the corrupted black sludge running through the veins of a mortal or God condenses their thoughts and existence into one clear path— the destruction of the Devas and what they represent. Now is a time where the Maharajahs need to set aside their petty differences and join forces, for only together can the Indans and Devas hope to stand against what is approaching. War is coming, and strength in their faith alone will not likely be enough to save them…

"The gods are with us, and through them, we are strong. Though outlanders may look upon our traditions as confusing and pure superstition, we will prove them wrong. We will prove that we are the blessed ones, and those would hold that against us will be smitten by the power of the Devas. For whom besides we, the blessed children of the gods, see the very essence of our deities taken form among us? Those who doubt shall be enlightened. Those who oppose shall be slain. They will learn to fear and respect us. Or perish by the hands of the gods themselves!" - Maharajah Sabjeb Singh 22


TIMELINE OF IND Year C-5900

Event The Devas create the world and the races of the world. For thousands of years, they would watch over their primitive followers as they developed.

C-5600

The Asura starts to gain followers among the populace. These are mostly outcasts of society, but also power-hungry individuals.

C-2000

The Kingdom of Mahanaga is founded in central Ind, resting on the Ganga River. For a thousand years, it flourishes under the rule of the Maharajahs, aided by the Devas.

C-1000

Abrahsarpa is made Maharajah and takes to the throne.

C-980

Seven Rajahs of Mahanaga renounce Abrahsarpa as their leader, and leaves the kingdom to form their own realms.

C-970

The curse of Vratri falls upon Maganaga. Its remaining citizens are mutated into foul snake-creatures, and Asura daemons spill forth into Ind.

C-900

The War of the Devas. The Devas battles against Vratri and the Asuras. Many battles are fought, and many Devas are lost.

C-700

Sarvati manages to convince the other Kingdoms of Ind to join the Devas in the fight.

C-400

Cindra challenges Vratri to a duel, finally slaying him. The Asuras are banished for the time being, and peace settles upon the Kingdoms of Ind.

-87

440

441

442

Dark Elves begin to raid the coasts of Ind. Alessandro the Mighty marches into Ind, winning several battles and pushing the native Indans back. He captures several cities, beginning to found his powerful empire. Battle of Ganga River. Alexandro barely manages to win against the forces of Maharajah Porusati. However, he is wounded in battle and forced to fight his way back out of Ind, sacking many cities as he do so. A resistance movement in the cities taken by Alessandro rises up, pushing out the few remaining Tileans and retakes the cities for themselves.

753

Dark Elf ships continue to raid across the Indan coast.

868-882

Darahma, the Avatara, is banished from the kingdom of Kosala. During his exile, his wife Sitra is kidnapped by the Asura king Narava. Darahma enlists the help of the Varanas, and together they lay siege to Lanka, where Darahma defeats Narava in a duel using the Brahmastra. Darahma is thereafter, returns to Kosala, where he is crowned Maharajah.

1103

Dark Elf fleets maraud with much success around the rich coasts of Ind.

1235

The Kingdom of Kurya is divided into two, one ruled by the Pandavas, the other by Dhirtarashtra. Seeking to establish himself as the rightful King of Kurya, Yudishthira, the oldest of the Pandavas, goes into war against Bhalluka, securing their loyalty.

1240

Yudishthira and the Pandavas are forced into giving up their half of the Kingdom. They are then sent into exile for 13 years, during which relative peace ensues.

1253

The Indan Civil War. Almost all armies of Ind gather on either side of the conflict between the Pandavas and Maharaja Duryodhana of Kurya. During an 18 day long battle, almost one million soldiers perish, with only 11 remaining survivors in the end. Yudishthira becomes king over the remains of Kurya, and stability finally returns to Ind.

1438

1594

1752

Ogres from the Mountains of Mourn march into Ind, where they raid several temples of Brahmir before being driven out. A few remains in service as mercenaries. Chaos Dwarf slaver bands raid along the Spice Route, taking thousands of slaves from the outlying cities. Merchants and explorers from the Empire arrive in Ind along the Spice Route following the discovery of Cathay 50 years earlier. This opens up trade relations with the Old World, mostly in the form of exotic spices. Even so, few merchants ever made the trip to Ind and back alive, ensuring most of the land stays a mystery.

1881

Hobgoblin armies move into Indan soil, intent of raiding. The innumerable hordes lead to massive casualties for the Indans, who put up a brave resistance. Finding the climate ill-suited to mounted warfare, the Hobgoblins are unable to push forward into Ind, and reluctantly return to the Dark Lands.

2027

War with Cathay. Cathayan forces attack the Kingdoms of Ind, sparking an eight year long war between the two nations.

2036

Battle of Chimal Pass. The armies of Ind and Cathay clash in one final great battle in Chimal Pass through the Mountains of Heaven. With both sides suffering huge losses, the battle ends in a stalemate with neither side gaining the upper hand. A peace treaty is signed shortly after, ending the war with nothing gained on either side.

2087

Lokhir Fellheart butchers the priests of the temple of Gilgadresh and steals the temples statues, made from Indan bloodsteel.

2149

Marienburger merchant ships arrive in Ind, establishing a small colony on the western coast. They bring with the knowledge of gunpowder, which is slowly being updated by some of the richer, and more eccentric, Maharajahs. The spice trade begins to flourish with the Old World by sea.

2286

Blood Nagas from Khuresh attack the Kingdom of Singha. However, ill-accustomed to the mostly barren steppes, they are defeated on the open field.

2501

Karishna, the Current Avatara, is born. He is destined to slay the Asura Maharajah of Lankshana.

2517

Parashuruma kills Maharajah Kartavirya, the first of many nobles to fall by his axe.

2521present

The Asura rests uneasy, and Rakshasha attacks are increasing across the land. The Devas themselves are preparing for war, sending down their avatars to protect their worshippers. The Maharajahs of the Kingdoms of Ind are marshaling their armies in preparation for the oncoming Storm of Chaos‌

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MAP OF THE KINGDOMS OF IND

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THE KINGDOMS OF IND The "Kingdoms of Ind" is the term for all the civilized human lands that are found in the area south of the Mountains of Heaven; there are several kingdoms in this region but they all share a relatively common culture, distinct from that of Cathay. The Kingdoms of Ind share a similar language, history, religion and traditions, though there are considerable variations in regions and even from one neighbouring kingdom to another. In particular, the humans of the central kingdoms will sometimes look down upon those of the western Kingdoms as being not quite in keeping with Indan culture, even though technically they are probably the ones who follow the earlier traditions of the first civilizations of the regions.

assassins, is found somewhere in the northern area of Dandaka as well. Further south, the Dandaka jungle is also the homeland of the Vanara, the race of intelligent monkeys who are the chosen people of the monkeygod Hanuman. The Kamyaka is a relatively peaceful jungle, home to many groups of renunciates and Yogis, some hidden hermitages and temples. Within the jungle is found the Kamyaka Lake, a particularly nice region abounding in deer and birds. The jungle features abundant animal and avian life, including large numbers of elephants. It is a relatively very safe jungle, blessed to Brahmir and a safe haven for Yogis and other renunciates.

The lands of Ind consist mainly of fertile river valleys between the major rivers of the region, with rich farmland; the kingdoms stretch north to the hill-lands that border the Mountains of Heaven, and south to the dryer plains.

THE DENSE JUNGLES The massive Dandaka jungle covers all of the lands south of the Vindya Mountains. It is populated by tribesmen and kingdoms of Rakshasas; it is filled with abandoned cities, hermitages, and lost temples. In the northern areas of Dandaka there once stood a mighty empire of Asura demons whose land was destroyed by the hero-god Darahma; the ruins of their capital, Janasthana, are still found in the jungle, and still filled with both treasure and terror. The great Thugee temple of Kali-ma, secret headquarters of that sect of

THE HOLY RIVERS The Ganga river, also known as the ―Heart-river‖ flows through the central kingdoms, and is venerated by the inhabitants of its shores perhaps more than any other Holy river. ―Holy Mother Ganga‖ is a goddess that is said to purify you of all sins if you perform the correct rites of ritual bathing. It is the most important river of the Bhalluka, Gandharva and Lakshana Kingdoms. Marking the southern and eastern border of the Kurya Kingdoms, the Saraswati River is surrounded by the Kamyaka and Dwaita jungles. The region to the south of the Saraswati River is the desert land of Thar. The central river of the Kurya Kingdom, it is considered to be a sacred river, and during the great festivals held every five years at Cindraprastha, bathing in the river can allow one to wash away all sins.

THE HIGH MOUNTAINS The massive peaks of the Mountains of Heaven mark the northern frontier of the lands of Ind, and the northern border of the Gandara Kingdom. There are several smaller ranges that form part of the Mountains of Heaven, such as the mountains of Cindra in the eastern end of the range, or the Kush Mountains on the western edge. The Mountains of Heaven are filled with Vanara monkey people. barbarian tribes of humans, caves leading to the Patala Underworld, and monsters that emerge from the same.

THE KINGDOMS OF IND These kingdoms are the surviving remnants of the great kingdom of Mahanaga, having splintered off before the Last Maharajah brought Vratri‘s curse down upon the kingdom. Each kingdom is really little more than a city-state in the shadow of Mahanaga‘s ruins, but each has its own unique identity and character.

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BHALLUKA

GANDHARVA

The Kingdom of Bhalluka is one of the mightiest kingdoms in the central region of Ind, the civilized human lands. It was founded by the Bhalluka people, the descendants in ancient times of the union between the Mahanaga tribes and the Puru tribe. Their descendants not only formed the Kingdom of Bhalluka, but some also mixed with the Panchal tribes, bringing them civilization as well and leading to the founding of the Kingdom of Panchala, as well as the city-state of Mathura; and according to Bhalluka chroniclers was said to have also founded the Kosalan city of Kausambi. According to ancient chronicles, while there were cities and cultures older than the Kuryas, it was the Kuryas who learned the secrets of working iron, and this is what led to the growth of modern civilization.

The Gandharva kingdom devotes itself to religion and magic. Though the Kshatriyas hold the reins of temporal authority, no one doubts that they do the will of the Brahmins, striving to turn Gandharva into a theocracy where the commands of the Devas are carried out in the world. It is an exceedingly cold, rough and forbidding land. Gandara is so distant from the rest of Ind both geographically and culturally that although they speak Prakrit they do so with a thicklyaccented dialect that can at times be very difficult for foreigners to understand.

The Bhalluka kingdom is the realm most dedicated to warfare against the Asura of Ind. Bhalluka Kshatriyas are trained from birth in the ways of the vile serpentfolk and their jungle home. Their Brahmins venerate the most warlike Devas, particularly the bear-spirit Mahabhalla who gave the kingdom its name. Bhalluka also has a long tradition of battling the Asura with magic, and its swami are among the most feared in the Kingdoms of Ind. Bhalluka lies in the verdant grasslands of the distant west, at the edge of the Mahavana Forest. In these lands, the forest seems intent on invading the fields and even the city-state of Bhalluka itself, with vines, ivy, and seedlings sprouting constantly throughout the kingdom. The people of Bhalluka repel the jungle just as they repel the Asura that persistently send spies, raiders, and assassins into the kingdom.

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Gandharva, as the most pious of the Kingdoms of Ind, is distinguished by a proliferation of religious and philosophical sects. While the Brahmins of Gandharva boast that they pay worship to every single Deva, most Brahmins worship some more than others. The various philosophical movements within Gandharva are attempts to synthesize and organize the worship and doctrine of the Devas into coherent systems. The lands of Gandharva are situated near the Mountains of Heaven, considered forbidding and inhospitable by the rest of the Kingdoms of Ind. Though their snowy slopes and peaks are dotted with shrines and monasteries, they are also home to all manner of monstrous horrors, including the dreaded yeti. Its capital is the city of Purushapura, which is a very ancient city located in a valley in the mountains. It is considered to be a sacred place, as it is built at the furthest habitable source of the Saraswati River, and features many temples with architectural styles that look unusual in comparison to temples further east.


SINGHA In the days of Mahanaga, the Maharajahs‘ power was so great that it spanned from the Mountains of Heaven to the south of the Dansaka Forest. The rulers of Mahanaga incorporated the barbaric horse-nomads of the Singha Steppes into their empire, introducing their religion and culture to the nomads and collecting their tribute in return. With the fall of Mahanaga, the nomads of Singha remain a unified kingdom, though unlike the others of the Kingdoms of Ind they have no city-state to physically represent their domain. The people of Singha are culturally and ethnically distinct from the other kingdoms, and yet inextricably linked to them. Unlike the rest of the Kingdoms of Ind, the people of Singha are united by their nomadic lifestyle. They herd sheep around the steppes, erecting small villages of round huts when they stop for a season, and uprooting the villages when the seasons change. A horse is the most precious possession in Singha, for horses provide the people of the kingdom with the mobility their lifestyle requires. The people of Singha are accustomed to riding for long hours, fighting, eating, and even sleeping on horseback. They do not use Elephants (except for those that may be especially bought from other lands for use by the highest ranking nobles), but use both horses and camels for transport. The steppes of Singha are wide but relatively barren, cut off from the monsoons that water the southern lands every year. Good pastureland is scarce, which necessitates the nomadic lifestyle of Singha‘s people. The land ranges from quite hilly, in the foothills and valleys that abut the mountains, to absolutely flat and featureless farther north. The climate isolates Singha from the Asura as well as from the rain, but hold their

own terrors, including the yeti that sometimes venture into the foothills in the winter. Wide expanses of steppe land separate Singha from Cathay to the north.

LAKSHMANA The kingdom of Lakshmana is nearly as decadent as Ind itself, riddled with crime, espionage, and drugs. Though it is the smallest of the Kingdoms of Ind, barely qualifying as a large city even counting all the farms and estates that lie outside the city proper, it has all the greasy sophistication of the largest metropolis. The Maharajah of Lakshmana fancies himself the greatest of the Maharajahs, perhaps even worthy of the long abandoned title of Great Maharajah, and imagines that his court is the most important of all the courts of the Kingdoms of Ind, simply because it is the most luxurious. In actual fact, the court of Lakshmana is largely irrelevant to the rest of the Seven Kingdoms, which allow Maharajah Djikah his delusions as long as they don‘t interfere with their ongoing struggle against the very real threat of the Asura. Lakshmana is home to the finest academy of arts in the entire Kingdoms of Ind. The Khubali College trains expert painters, sculptors, architects, stonemasons, weaponsmiths, and other artisans, claiming to carry on the artistic traditions of Mahanaga. Lakshmana is a coastal city, situated where the great Bahanis River meets the sea. Unlike any of the other lands of Ind, the people of Lakshmana are a sea-going people, and they have great boats capable of following the coastlines or traveling along the major rivers. They engage in trade and exploration of all the coastal lands, and even to the Old World itself.

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It claims the most fertile croplands of the Kingdoms of Ind, and it also boasts a thriving trade with foreign lands and cultures unknown to the other kingdoms. For this reason, most citizens of Lakshmana encountered in the north are merchants, though some artists and thrillseekers occasionally travel to see the ruins of Ind firsthand, usually hiring Kurya guides.

PANCHALA

of the gods, during which time the whole city is decked in lamp-lights hanging from poles, and rich jewelled ornament-offerings are placed along the roads; there are also great shows of dancing and sacred music, and the poor are given rich gifts as charity. This festival is also the occasion of a grand market, where goods of all kinds are brought from the lands of Ind and from distant barbarian kingdoms across the seas, and many treasures are bought and sold.

Like Kokaha, the people of Panchala are ethnically and culturally different from those of the other kingdoms, but they were assimilated earlier and more thoroughly than their northern neighbours into the empire and culture of Mahanaga. Panchala is a kingdom of muni and ascetic warriors, driven perhaps by their harsh environment to adopt an equally harsh and demanding lifestyle. The people of this kingdom are simple and pious, and are particularly devoted to the god Brahmir; his yearly festival being their most important celebration. Besides these munis and yogis, a number of tribal peoples inhabit the mountains, accepting the protection of the ascetics if not their political leadership. Panchala is not properly a kingdom, and it never was. Its origins lie in the ascetics who withdrew to the mountains in response to the mad edicts of the last Maharajah, bringing the native people of the mountains under their protection and renouncing the Maharajah‘s rule. Dwaraka, the capital of Panchala, is a rich and beautiful city with powerful fortifications. Once a year the people of Dwaraka hold a great festival in honour

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KOSALA The Kosala Kingdom is notable for having been the mighty kingdom of the deity Darahma during his incarnation as Avatara on Earth. At the present time, Kosala is in a state of advanced decadence and is not really a centralized kingdom anymore, but a group of several small principalities ruled by descendants of Darahma. As a whole, Kosala is one of the largest and most populous kingdoms of Ind.


The easternmost principality is called Kusa, based around the city of Kusavati east of the Dandaka jungle. The northern principality is based around the city of Sravasti west of the Shambani foothills. Sravasti was the second ancient capital of the united Kosala Kingdom. It is the largest trading city in Kosala, and has one of the largest if not the largest market in the world. It is said that ―in the market of Sravasti can be found all things‖.

Finally, the central principality of Kosala is based around the original capital of Ayodhya, the capital of Kosala Kingdom in the times of Darahma. Ayodhya is one of the oldest cities in Ind, founded by the legendary ancient king Manu the Law-giver, ancestor to Darahma, and said to have been built up by the Gods themselves. It is one of the major religious centres of Ind, and the central holy city of the cult of Darahma. It is still a glorious city and a major centre of commerce, but its glory days are thousands of years behind it; some parts of the city are now in considerable states of ruin as its population and fortune has declined.

KURYA The lands of Kurya are wide and flat, watered by the floods of the Saraswati River, and its lands are found on both the east and western side of the river, a combination of river valleys and hills. The lands of Lakshana are close by to the south, and the two kingdoms have alternately made alliances and war with each other over the centuries. The capital of the Empire, Cindraprastha, is built on the side of a series of five hills; it features two rings of massive city walls, the first around the outermost part of the city found in the valley below the hills, the second around the core of the city at the base of the hills. Lush green hills rise up on either side of the river, dotted with estates, tea plantations, and opium fields. Most of the population lives in the city proper, however, making Cindraprastha easily the most urban of the Kingdoms of Ind. It is thus one of the most fortified of cities, and its walls are so enormous as to be a wonder of the world. It features spectacular parks and the greatest temples to Cindra in the entire civilized world. The Kshatriyas of Kurya are renowned as the fiercest, bravest, most honourable, and most disciplined army of the Kingdoms of Ind, and on the open field of battle no stronger force of arms exists. Unfortunately, the Asura rarely meet their enemies on an open field, and the forces of Kurya are more often turned against Bhalluka, Gandharva, or Kokaha than against the fiends of the jungle. The Kurya people are considered strong and energetic, if a bit rough around the edges; they are proud and independent.

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THE ARMY OF THE DEVAS Long have the armies of Ind marched to war, fighting for their gods or their Maharajahs, either against the evil Asura or each other. The armies of Ind are truly resplendent when they march to war. Thousands of soldiers marching under the banner of the Maharajahs are accompanied by the Devas themselves, as well as many of the mysterious beasts of the jungle. In this section you section you will find details for all the different troops, heroes, monsters, and war machines used by an Indan army. It provides the background, imagery, characteristics profiles, and rules necessary to use all the elements of the army, from Core Units to Special Characters.

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ARMY SPECIAL RULES This section of the book describes all the different units used in an Indan army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring ‗army special rules‘ that apply to several Indan units, and these are detailed here.

INDIAN SPECIAL EQUIPMENT Chakram The chakram is a throwing weapon in shape of a flat metal hoop with a sharp outer edge. Because of its aerodynamic shape it is not easily deflected by wind, and can be a very dangerous weapon in the hands of a skilled user. Range: 8"

Strength: 3

Special Rules: Quick to Fire, Multiple Shots (2)

Pata The Rajput warriors are known for using the unique and deadly pata, a sword-like weapon where the blade and the gauntlet are integrated into a single piece that is held by the wielder. This sturdy blade can be used in assaults against infantrymen, swung and slashed like a traditional sword or used as a stabbing weapon, while still protecting the wearer from harm. Range: Combat

Strength: As user

Special Rules: Requires Two Hands, Extra Attack*, Parry*

*A Pata can either be used to give the wielder an Extra Attack, or as a shield in close combat. Choose which way you want to use it at the start of each close combat phase.

Urumi The urumi is a long sword made of flexible steel; sharp enough to cut into flesh, but flexible enough to be rolled into a tight coil. Range: Combat

Strength: As user -1

Special Rules: Swirling Cut

Swirling Cut: A model armed with an Urumi sword gains an additional attack for every model in base contact.

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CASTES In the Kingdoms of Ind, a person’s value in society is determined by his Caste. Someone born in a higher Caste cannot be accompanied by someone from a lower caste, nor are they affected by the actions by them. Units that have a type of Caste rule are subject to the following: Members of the Noble Caste may only join units that are also part of the Noble Caste, and ignores Panic caused by units from the Soldier and Lowborn Castes. Members of the Soldier Caste ignore Panic caused by units from the Lowborn Caste.

DEVA Unlike the Gods of the rest of the world, the Deva of Ind tends to have a much more direct presence among their followers. They are able to project their beings into so-called Avatars, magical creatures that that walk the earth. These Avatars are the divine will of Deva in physical form, manifested to protect their followers from harm. All units with the Deva special rule are subject to the following:  Divine Aura: All Devas enjoy the physical and mystical protection of their divine leaders. Devas have a 5+ Ward save.  Divine Attacks. Being corporeal manifestations of the Gods, A Deity's attacks are magical. This includes any special or ranged attacks they may have.  Divine Corporeality. When Devas lose a combat they must take a special kind of Break test called a Divine Corporeality test. In multiple combats, each Deva unit must test separately. Use the following procedure to take a Divine Corporeality test: Calculate combat resolution as normal and roll 2D6. Compare the dice roll to the Devas' Leadership value, taking into account any modifiers for combat resolution. For each point the unit fails its Corporeality test by, the unit suffers one additional wound. No saves of any kind are allowed against these wounds, including Ward saves, regeneration, etc. If characters are present in the unit, the controlling player first allocates wounds to the unit (up to their current Wounds), then divides the remaining wounds as equally as possible amongst any characters. Note that a Corporeality test can be re-rolled if the Battle Standard is within 12" and/or tested on unmodified Leadership if the unit is stubborn. In addition, Devas may never be joined by any Human characters.


MAHARAJAHS The regal and majestic Maharajahs are the lords of the many scattered kingdoms that lie on the subcontinent. Often it is not even clear whom each territory belongs to, and as such, it is not uncommon for nobles who are tired of waiting for their liege to expire or are not the first heir to the throne to declare the province under their command as their own kingdom and become the first Maharajah of their newly found territory. It is said that an unknown enemy is more trusted in Ind than a known ally. While few can or dare to challenge a true Maharajah within their full power, the mere Rajahs have significant power over the inhabitants of the land, and each control relative large territories. Most of these fabled rulers have been spoken of as brave, skilled and filthy-rich kings who often lead their armies into battle to fight the many foes who assault the borders of their lands to earn fame and glory, but most of the time to protect their vast riches from them. The lords and nobles of Ind are truly majestic figures, and continually show off their wealth and might even on the battlefield. Their confidence (or arrogance) is completely unmatched throughout the Warhammer World, and their soldiers flock beside them for their support.

Many Maharajas just serve their gods, hunt tigers from atop their favourite elephants or just enjoy simple pleasures within their palace walls, only actually taking part of war when absolutely necessary. That does not mean that they are inadequate generals however, as every ruler still sitting on his throne must be well versed in the art of war, lest he be overthrown at the first opportunity a new young ruler is vying for his power. Those that still control their lands do so for a reason. The Maharajah‘s words are law within their provinces and few dare to argue with them. While there are subordinates ruling smaller provinces for the Maharajahs, many of them keep their territories so isolated from the rest of the kingdom that they are more or less kingdoms of their own. The Rajahs of Ind are not as mighty or as rich as the mighty Maharajahs, but still attempt to appear as majestic and powerful as possible. These warlords often do this by going into battle for wealth, recognition and glory. The rulers of Ind are wealthy and generous, living in opulent palaces surrounded by slaves and servants, and are great patrons of the arts and Ind's many golden temples.

Maharajah Rajah Throne Bearers

M WS BS S T W I A Ld 4 5 5 4 4 3 5 3 9 4 5 5 4 4 2 5 3 8 4 4 3 4 - - 4 4 -

TROOP TYPE: Infantry (Character). SPECIAL RULES: Noble Caste. Unswerving Loyalty: All friendly models with the Caste rule may detract a D3 from the result of any Leadership test they are required to take within 12" of a Maharajah, or within 6" of a Rajah. Throne Bearers: Some Maharajahs goes to battle carried aloft by several warriors charged with protecting the character with their lives. A Maharajah and his Throne Bearers fight as a single model, even in challenges. The Throne Bearers add +1 to the Armour Save of the character seated on the Throne. For the purpose of rank bonus, the Thronebearers counts as 4 models.

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GURUS In the Kingdoms of Ind, men with magical powers and great knowledge are given the title of Guru. While most of them are great healers, priests, oracles or advisors, some Gurus often take part of the Indan armies in times of need. Citizens treat these men as great heroes regardless their related skills and many of them actually have a whole retinue of people who wish to learn from their wisdom and skills. They are famous for their simple way of life but in truth, they rarely need to own anything as everything is brought to them without ever asking for it by the citizens. These are Brahmin caste individuals who have trained as holy men, Gurus, in the formal setting of a temple. Like everyone else, they give worship to all Devas, but they are also usually specifically dedicated to a particular deity‘s temple. Younger Gurus will regularly travel from one temple to another, and to small villages to officiate over important religious ceremonies. Gurus study the ancient religious texts and impart this knowledge to students. The guru has control over his body and mind to an amazing extent through her familiarity with mantras. A mantra is a series of syllables, which provide various abilities to the guru when they are chanted in a particular order.

The guru may remain associated with a particular village or city, or she may wander throughout the land, acquiring knowledge and dispensing it to those who have need. A wise ruler will engage the services of a guru, who will then help make decisions for governing the people, based on the ancient teachings. Sometimes Gurus are sought out by outsiders to solve their direst troubles even if they are living in isolated villages where no visitor has foot during whole Guru's life. Some believe that the Gurus are sent by the gods and few can argue with them. They will seek to combat evil and ignorance. Gurus perform a variety of rituals, from daily prayers and purification, to marriages, rites of passage, and Holy celebrations of the gods. They firmly believe that the path to enlightenment is to be found in proper performance of ritual. Some Gurus, will gradually gain miraculous powers from their holiness. Even though they are often of low birth, a Guru is treated a royalty by anyone they encounter, as no one would dare to draw upon them the wrath of the gods. As such, it is common to see them together with men of more noble class on the battlefield, even though they would normally never be in the same building during times of peace.

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The Gurus of Ind are powerful magicians, able to unleash the very essence and fury of the gods at their will. Even the lowest orders of sorcerer are highly sought by many armies of Ind, for they are a rarity in the land. Many armies have found their plans foiled by these experts of the magical arts. The Eldritch Gurus are the most powerful mages in the entire land. True masters of the sacred arts of Creation, Preservation and Destruction, these great wizards have brought doom to many foes by unleashing the unstoppable power of their gods on the hated enemy.

Eldritch Guru Guru

M WS BS S T W I A Ld 4 3 3 3 4 3 3 1 8 4 3 3 3 3 2 3 1 7

TROOP TYPE: Infantry (Character). MAGIC: A Guru is a Wizard who uses spells from the Lore of Fire, Lore of the Heavens, Lore of Light, Lore of Life or Lore of the Devas.

SPECIAL RULES: Spiritual Leader: Despite often being of low birth, a Guru‘s role means they are important to noble and peasant alike. A Guru does not follow the normal rules of Castes, but can join any unit he wishes. In addition, any unit with a Guru in it may re-roll failed Leadership tests.


VISHKANYA In the jungle temples of Ind, there dwell a mysterious warrior race of women known as Vishkanyas. While looking like any human from a distance, a closer look will reveal them to be something more. Nobody knows where the Vishkanyas came from, not even the Vishkanyas. All anybody knows is that they are an ancient race who‘s existence goes back thousands of years before Man was created. For the first few centuries that their kingdom existed the Vishkanyas were a powerful race and one of the most cunning. They were among the first to build cities of stone, some of which still stand, but their reign did not last long. At some point, long before the time of Sigmar, their race began to decline. The once mighty empire crumbled in a matter of decades. The cause of which is another unknown in the Vishkanya‘s mysterious history. Vishkanyas are known for their guile and affinity for poisons of all kinds. Their eyes are pure white orbs, making people mistake them for blind, which is far from the truth. Possessed of an alien beauty, these graceful humanoids see the world through serpentine eyes of burnished gold. A Vishkanya‘s flesh is made up of fine scales that from a distance of even a few feet look just like particularly smooth skin. These scales are usually a single dark colour, although some of them have complex patterns like stripes or even spirals. A Vishkanya‘s tongue is forked like a serpent‘s tongue, and its eyes lack visible pupils. Although legends abound that the merest touch from a Vishkanya can slay a mortal humanoid, these tales are patently false. A Vishkanya‘s skin is no more poisonous than that of any human, but it is true that their blood, spit, and other bodily fluids can be dangerous. Vishkanyas are skilled in using their own spittle or even their blood to envenom their weapons, and those who fight them should be wary of exposure to the Vishkanya‘s poison. These lithe women wear loose-fitting robes and wield cruel looking blades. They are expert assassins, often hired by the rulers of Ind to dispose of rivals in a discreet manner without openly going to war. While they can never truly be trusted, there is no doubt that their services can be most useful when utilized correctly. They are well-known for their amorality and willingness to work for coin regardless of the employer.

Vishkanya

M WS BS S T W I A Ld 5 7 5 4 3 2 7 3 9

TROOP TYPE: Infantry (Character). SPECIAL RULES: Always Strike First, Poisoned Attacks, Ward save (4+), Scout.

Hidden: A Vishkanya is a special type of character. She may begin the game hidden in any Human ranked infantry unit. Make a note of which unit the Vishkanya is hiding in. A hidden Vishkanya is not placed on the table during deployment, but is revealed later in the game. If his concealing unit is wiped out or flees from the battlefield before he is revealed, the Vishkanya is also lost and counts as a casualty. There is no other way the Vishkanyacan be harmed before he is revealed. Hidden Vishkanya may be revealed at the beginning of any of your turns, or at the start of any Close Combat phase. Declare that the unit contains a Vishkanya and place the model in the front rank. Displace a rank-andfile model to make room for the Vishkanya. If the unit is in close combat, the Vishkanya displaces any rankand-file model in the unit that is in contact with the enemy. If there are no rank-and-file models to displace in a suitable position, a command model or character must be moved to make room for the Vishkanya. A Killer not a Leader: Although Vishkanya are character models, units in the Indan army may not use a Vishkanya's Leadership and Vishkanya can never be chosen to be your army's General.

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BEASTMASTERS In the land of Ind, where animal and man live closely nearby, it is no wonder that there are those who set out to tame them to their will. These men are known as Beastmasters, often living in seclusion in the jungle with nothing but their animals by their side. These mysterious individuals have managed to tame every single beast there is, and can control them by simple gestures at their whim. The most common of the animals the Beastmasters bring to battle are the Tiger and the Panther. The tiger is the largest and most feared of the great cats. Tigers have reddish-orange fur and dark vertical stripes. Feared by men, tigers are hunted aggressively, and are seen are great prizes for anyone who can capture one. In the untamed wilderness, however, the tiger occupies the top predatory niche. By comparison, the panther is a graceful cat with a long body and relatively short legs. Covered in pitch black fur, these nocturnal creatures can often pose a threat to anyone they decide to stalk in the dark. Only the largest and most dangerous of these animals are brought to battle, and are then sent loose to hunt down their prey.

Beastmaster Tiger Panther

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M WS BS S T 5 4 4 4 4 8 5 0 5 4 9 4 0 4 4

W 2 2 2

I 4 4 5

A Ld 2 8 2 6 3 6

TROOP TYPE: Infantry (Character). Tiger, Panther: War Beast.

SPECIAL RULES: Lowborn Caste, Monsters & Handlers, Forest Strider. Beastmaster: Any friendly Warbeast, Monstrous Beast or Monster (not including Devas) within 8‖ of a Beastmaster may re-roll failed Leadership tests and are Stubborn. Unleash the Beasts: The Beastmasters and any Tigers and/or Panthers he has under his control must deploy together as a Skirmish unit. The animals may be released either when declaring charges or when attempting to pursue a fleeing foe. When releasing the animals, they become a separate unit from the Beastmaster for all purposes. The Beastmaster can decide how many animals he wants to release at any point, and previously released animals may return to the unit by moving within 1‖ from it unless it is engaged in Close Combat. If their Beastmaster is killed, any unengaged animals will immediately flee the battlefield. Victory Points are scored for each individual animal.


BRAHMIR THE CREATOR In Indan lore, Brahmir is the creator-god, the first god. He created himself as a boar, using his mighty tusks to pull the world up out of the vast, watery deep. He went on to create everything else. One of Brahmir‘s early creations was Ignorance, which he discarded. Legends say that Ignorance survived to become Night, who then spawned various creatures of darkness such as the bhuta and vetala. Brahmir then created the immortal gods before separating parts of his body from himself to form the Asuras. The earth was created from Brahmir‘s feet. Many storytellers in Ind say that their beloved land was formed from the creator god‘s great toe. Having created the world, Brahmir handed the reins over to Vaishna to preserve and sustain it and to Shaivi to destroy it in the fullness of time. Brahma‘s power is that of creation, and thus he is worshiped in every kingdom and in all lands. Through he rarely plays a very active role in the world now, acting instead as the god-father to Vishnu – thus he is particularly revered in Vaishna temples, but has few temples or devotees exclusive to his own being. He is depicted as having four faces that represent the four Vedas, the holy books of creation. He has four arms, usually holding his bow Parivita, a lotus flower, a bowl of water and some holy texts.

The other members of the pantheon pay little heed to Brahmir, and he, in turn, pays little heed to them. He resides in his paradise, Brahmirloka, with Parasvati, his principal wife, noting what goes on. When the world is in great turmoil, particularly in times when the demon forces are aggressive, the other gods consult him for advice, which he is pleased to dispense. The other gods acknowledge his supremacy, even though they may not always be demonstrative of it. The Avatar of Brahmir brings life and heals that which was destroyed. He is seen a benevolent Deity who helps the people in need. Whoever falls in battle can be raised to fight again, and the most grievous of wounds can be healed in an instant thanks to his blessing.

Brahmir

M WS BS S T W I A Ld 6 5 5 6 6 5 6 4 9

TROOP TYPE: Monster (Character). MAGIC: A Brahmir is a Wizard who uses spells from the Lore of Life.

SPECIAL RULES: Deva, Terror, Large Target. Creator: Every friendly Infantry unit with the Caste special rule within 12" of the Brahmir will regain D3 Wounds worth of models at the start of each Indan turn. Other troop types and single characters will only regain 1 Wound each turn.

Brahmir is part of the Trimurti, or trinity, with Brahmir the creator, Vaishna the preserver and Shaivi the destroyer. Together, every day consists of this cycle of birth, preservation, destruction and rebirth. The stories of Brahmir say that when he opened his eyes, the universe came into being and that when he closes them again, the universe will end. He bides his time until he is ready to sleep, thus ending the universe and starting the cycle of rebirth. All of eternity exists as a single day for Brahmir, and once the day is over, the physical and spiritual world will be destroyed by Shaivi, who will sit on the primeval waters until existence is created once more. Despite his importance among the Devas, Brahmir is not a popular God among his followers. Many of the other Devas feel that Brahmir‘s work is complete; creation was formed and he can now rest easy. Brahmir spends his time withdrawn from the World, usually occupied in creating it again every day. Other times, Brahmir occupies his time with creating new Gods who spring forth from his mind. He is otherwise content to sit back and observe the pageantry of life and the adventures of the other gods, but does not intervene.

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VAISHNA THE PRESERVER The second of the holy Trimurti, Vaishna is known as the Protector or Preserver of Creation. While Brahmir is the originator and Shaivi the destroyer, Vaishna represents all the good and benevolent forces in the universe. He is commonly known as the Narayana, or ever-present and pervasive spirit of the World, and sits on a lotus on the primordial waters while maintaining the steady flow of its waters. For many Hindus, Vaishna is a God of paramount importance, the chief deity of the pantheon. Yet, he is also known as the humblest of Gods, often serving his role as protector without fanfare or notice. Vaishna is constantly devoted to his wife, Likshma, and is rarely seen without her. Bearing a dark blue complexion with four arms and a star shape on his breast, Vaishna has a regal presence about him. The story of the Devas is the story of Vaishna. His charismatic leadership drew other gods to the land when, after creating it, he named it his especial abode. Since the land was so blessed, the people living in Ind at the dawn of time praised the name of Vaishna and constructed a temple somewhere in the heart of the sub-continent. The temple was called Devayatana, the dwelling of the god, constructed of crude sandstone and decorated with primitive carvings displaying the actions and life of Vaishna. Despite its primitive character, it fairly glowed with holiness—making it an

irresistible target for demons. One daemon in particular took the form of the powerful King Kamsha, ruler of the region surrounding the temple, and hid the temple from sight in a labyrinth of mystical caverns. The followers of Vaishna tried in vain to defeat Kamsha, who wreaked havoc throughout the land. Hearing their cries, Vaishna incarnated himself as an Avatar and battled Kamsha. He succeeded in banishing the demon, but the temple itself was lost. Today, Vaishna periodically sends adventurers in search of the temple. The most widely worshiped power in the pantheon, Vaishna is thought to be the one who prevents evil from triumphing over good, Odd thing is, Vaishna feels no particular enmity toward those of his pantheon who embrace evil, reserving his fury for humans and fiends who cross the planes and leave destruction in their wake. Stranger still, although he's called the Preserver, Vaishna is good friends with Shaivi — some even say that they're different aspects of the same greater power. It's said that Vaishna sends an avatar to the world whenever morals, order, or justice is in danger. That may have been true in his younger days, but now the power allows mortals a little more latitude in solving their own problems. He stilt exercises his ability to render any creature incapable of committing violence. His realm in Mount Celestia is the Divine Lotus, a place where nothing crumbles before its lime. Vaishna is unique among Gods in that his visits to the World are well known among mortals. Throughout history, Vaishna has visited the World as one of his avatars in order to defend creation against some malevolent force, whether it is the demon king Bali or the forces of unbelief in the Gods. Among his many incarnations, two are famous among mortals – Darahma, the hero of epics, and Karishna, his most important avatar. Legends state that Vaishna will make one more grand appearance to the world as Kalki, riding a white horse; once this visit occurs, the world will be destroyed by Shaivi until the Age of Darkness ends. Many mortals take this to mean that Vaishna has not wandered the world for ages; this is not true.

Vaishna

M WS BS S T W I A Ld 6 7 6 6 6 6 6 5 9

TROOP TYPE: Monster (Character). MAGIC: A Vaishna is a Wizard who uses spells from the Lore of Light.

SPECIAL RULES: Deva, Terror, Large Target. Preserver: Every friendly unit with the Caste rule within 12" of the Vaishna gains a 6+ Ward save. If they already have a Ward save, they may add +1 to it.

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SHAIVI THE DESTROYER A part of the Trimuti of the Devas, Shaivi is known as the destroyer god, the final arbiter of destiny. While Brahmir is the creator and Vaishna is the protector, Shaivi is the destroyer, representing the uncertainty and dread that accompanies the unknown. A fearsome force, Shaivi is the god who will finally destroy the World and sit upon the remnants in the primordial waters until that time when it is formed again. Shaivi is also a contemplative God, known as much for his mystical nature as his destructive one. He, along with his son Ganeshan, is the chief God for yogic practices, an ascetic who goes for years without sustenance in order to better know the World through pain and suffering. When Shaivi is not enthralled in his asceticism, he is the Nataraja, the cosmic lord of the dance. Through his motions comes the order of the universe, and while his dancing is alternately beautiful and fearful, it captivates all audiences, mortal and divine alike.

Shaivi hears the prayers of the sincere worshipper, especially inclining his ear toward those who perform rituals dedicated to him in his sacred place, the cemetery or burning ground. He is seen as the god who destroys the cosmos, and his followers work toward helping him achieve that aim.

Shaivi is a terrifying presence, unnaturally ugly and terrible in appearance. Horrible, evil creatures follow him while he is in the world, from goblins and ghosts to serpents and savage souls. With five heads and four arms, Shaivi is an intimidating force, his upper two arms usually holding his war drum and the on-going fire of the world, while his lower two arms are empty. Shaivi has a third eye in the middle of his forehead, which he formed to save creation from darkness. In his divine form, Shaivi always has the torana around him, an arch of flames engulfing his body.

MAGIC: A Shaivi is a Wizard who uses spells from

In his incarnation as Avatara, he defeated the great demonic armies of several Asura kings, conquered the Patala Underworld, and made the world safe for humanity to flourish. He retired to Mount Kailash, and later ascended to the realms of divinity. His most identifiable weapon is the Trident, which is also his symbol, along with the cobra. M WS BS S T W I A Ld 8 9 6 6 6 5 9 6 9

Shaivi

TROOP TYPE: Monster (Character). the Lore of Fire.

SPECIAL RULES: Deva, Terror, Large Target. Destroyer: Every friendly unit with the Caste rule within 12" of the Shaivi becomes Frenzied.

NATARAJA - DANCER OF SHAIVI

The nataraja is a fervent devotee of Shaivi in his manifestation as the king of dancers. Shaivi’s dance symbolizes the motion of the universe, its creation and preservation, and the nataraja strives to duplicate these concepts through her graceful motions. She is dedicated to the destruction of demons, using her dances to channel the power of Shaivi. Her fierce, chaotic nature often seems as wild as the demons she combats, but her hatred of them is undoubted. The dances of the nataraja refer to the common depiction of the four-armed king of dancers, Shaivi Nataraja, in his dancing posture. His raised left hand holds a flame, symbolizing the destruction of life. His raised right hand holds a drum, representing the source of creation in the form of musical rhythm. His lower right hand forms the gesture of blessing, symbolizing the preservation of life. His lower left hand crosses his body in the gesture of an elephant’s trunk, representing strength. He stands poised on one foot, the raised foot representing liberation, mercy, and kindness. It is said that when he was attacked by the demon Muyalaka, Shaivi pressed his toe on Muyalaka and broke his back while continuing the cosmic dance. The nataraja’s dance known as Shaivi’s Wrath commemorates this event.

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WARRIORS OF IND RAJPUTS Indan soldiers are born to a caste, as Indan society is rigidly structured into stratified groups. Soldiers are paid and owed hereditary duty to their Maharajah, and as such they are 'on-call' barracks soldiers. The commoners of Ind feel a high sense of duty towards their regal rulers, and as such any Maharajah can expect to instantly have an army the moment they wish as nothing can stop the soldiers from answering that request. Of course, armies are rarely that instantly required, allowing the people to train themselves more properly for battle. Although the infantry in Indan armies is often neglected, it can still play an important role on the battlefield. The path of the warrior is an easy way for the lower orders to break free of the restrictive caste system, and understandably popular. The Rajput is a primarily warrior caste in Ind, taking great pride in their ancestry and its emphasis on military virtues. The Rajputs are all purpose infantry and the backbone of most Indan armies. They have many duties in the realms, guarding provinces from marauding warbands of Ogres and Beastmen and keeping order in cities and villages. The infantry are the lowest rung of the army's hierarchy. Their hand weapons are large broad bladed swords, or longer two-handed swords. Some troops carry maces and axes, also wielded in two hands.

Rajput Mansabdar

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7

TROOP TYPE: Infantry. SPECIAL RULES: Warrior Caste.

MAHRATHA ARCHERS Men proficient in the use of the bow is common in Ind, as hunting the dangerous beasts roaming around the jungles is as important for food as it is for protecting the villages settled there. The Maratha Archers are the ranged soldiers of Ind, mostly recruited from the local hunters. They are drafted into the armies when needed, where they form up into regiments placed as support far away from the actual fighting. Able to bring down enemies from afar with their bows, these men are rightly feared foes in long-range warfare.

Maratha Havildar

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 4 3 3 1 3 1 7

TROOP TYPE: Infantry. SPECIAL RULES: Warrior Caste.

URUMI SWORDSMEN Originating in Ind, the urumi sword has become very popular by skilled fighters and is often mentioned in the ballads of heroes. In kalaripayat, an Indan form of martial arts, the urumi is always the last weapon taught because of the danger it poses to the wielder. Agility and skill are more important to master the weapon rather than strength or aggression. Twirling and controlling the urumi is a difficult and dangerous art, and is therefore taught only to the best. Incorrect use can result in the flexible sword wounding its wielder, and great concentration is required during use, even by experts. These fighters are very skilled with the blade, able to perform great feats in combat. The urumi is most useful against multiple opponents; flailing the thin blade in wide arcs, these swordsmen can be devastating against lightly armoured groups of troops. M WS BS S T W I A Ld Urumi Swordsman 4 4 3 3 3 1 4 1 7 Urumi Master 4 4 3 3 3 1 4 2 7

TROOP TYPE: Infantry. SPECIAL RULES: Warrior Caste. 40


SOWAR HORSEMEN One of the weakest arms of the lndian army is their cavalry. The horses are often kept overfed and sometimes are dosed with wine to dull their temper before battle. The cavalry's role is generally to extend the line and pursue fleeing enemies. The cavalry is rarely given tactically decisive roles; these are reserved for the elephants and chariots. Nevertheless, the Indans recognize the importance of cavalry as scouts, as their other arms are poorly suited to rough ground, woods, and poor weather. In battle, the cavalry move at a measured pace and in a straight course. Horses are relatively rare in Ind, for they are used most commonly in traversing over open ground, something which the jungle-covered subcontinent has very little of. As such, they are reserved in their use to the Sowar alone. The Sowar Horsemen are lower nobles whom require the blessing of their ruler to gain their privileges. As such they can command people from the lower castes at will, but must still answer to the wiser rajahs and Maharajahs.

These men have been raised from childbirth to become great warriors. Unlike most elite warriors of similar status in other nations, Sowar Horsemen do not specialize in one kind of skill but try to excel in as many ways of warfare as possible. Often equipped with bows, they can soften up their foes before riding around the battle lines to deliver a fatal blow by attacking the flank. Though not as heavily armoured as the knights in the Old World, their versatility makes up for this, allowing them to adept to almost any situation. When the call of war comes, these noble horsemen will answer, cutting down the foe from atop their swift steeds.

Sowar Avar Warhorse

M WS BS S T 4 4 3 3 3 4 4 3 3 3 8 3 0 3 3

W 1 1 1

I 3 3 3

A Ld 1 8 2 8 1 5

TROOP TYPE: Cavalry. SPECIAL RULES: Noble Caste.

The festival continued as was required by the gods, but even from the mountain I could see that the life had been taken from it. What was yesterday cause for celebration now was empty of the previous joy, ever since Hemendu had moved along the cycle. A tiger had killed the child and my father, brother, and I had been sent to hunt the monster. The drought had been hard on all living things, and undoubtedly the beast had acted in hunger. Tigers usually avoided encounters with men. Still, my father had insisted on killing the beast now that it had a taste for human blood. Father broke me from my thoughts, "Harihar," he said, "stop gazing into our village and go check on your brother. He has not returned with the firewood." Obediently, I left in search of my brother, Bandhu, calling his name as I walked along the animal trail that he had taken. I moved to step over a large dirt mound, but my leg stopped in mid-stride as I saw it closer in the dwindling dusk light. My brother lay by my foot, eyes wide in fear, throat torn by a tiger’s jaws. My fear mingled with curiosity as I wondered in horror why the beast didn’t stay to feast upon him. The short-lived screams of my father answered me. We had wrongly thought ourselves the hunters. This tiger was not a normal predator and had taken us down one by one by outwitting us. Now night was quickly approaching and my sula had been left with my father at our campsite, my only weapon now the kukri by my side. For a moment I thought I heard something disturb the brush to my left. As I slowly tugged at the handle of the blade, my blood ran cold with the premonition of approaching death.

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PEASANT LEVY Most of the people of Ind are either peasants or outcasts, viewed as little more than vermin by the lords of Ind. The Peasant levy consists mainly of the farmers unfortunate to be drafted into service when needed, but is also seen as an opportunity to rise to a higher position within their caste. Among them are also beggars trying to make a living, or convicts attempting to make amends for their crimes. Whatever their profession or standing, the longevity of these troops is short. But to the Maharajah this matters not, for there are always more semi-able bodies to be found. These unskilled troops are literally forced onto the battlefield in large numbers simply to wear the enemy down by attrition. In fact, they are so low down on the social pyramid that no-one even cares if this tactic fails. Aside from this, they can also be assigned the glorious duty of acting as vanguard for the rest of the army, sacrificing themselves for their betters by acting as meat shields in the literal sense, sometimes equipped with slings or javelins in a feeble attempt to kill of as many of the enemy as possible before meeting their untimely demise.

Peasant Sepoy

M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 5 4 2 2 3 3 1 3 2 5

TROOP TYPE: Infantry. SPECIAL RULES: Lowborn Caste.

SNAKE SWARMS Snakes are very common in Ind, and some men known as Fakirs even make a profession in hypnotising and controlling these animals on the street and in battle. While all snake swarms are dangerous, swarms made up of venomous snakes are typically the most lethal. Snake swarms of both types can generally be encountered in the same regions, dwelling in ruins or wilderness alike. Hissing menacingly, this mass of snakes resembles a pile of slithering tentacles. They slither and crawl over each other in a furious mass, their poison-dripping fangs glinting in the light.

Snake Swarm Fakir

M WS BS S T W I A Ld 5 3 0 2 2 5 1 5 10 5 2 2 3 3 1 3 1 6

TROOP TYPE: Swarm. Fakir: Infantry.

SPECIAL RULES: Poisoned Attacks (Snake Swarm only), Forest Strider.

42

Fakir: The Fakir is placed at the back of the Snake Swarm unit as a separate model, and follows the rules for Champions, though he may not be challenged in Close Combat. If the Fakir is killed, the Snake Swarms in that unit will automatically flee off the table unless engaged in close combat, in which case they fight on as normal. Should the Snake Swarm later be unengaged, they will flee immediately using the rules above.


THUGEES The Kingdoms of Ind are practically lawless. The laws that are in place change frequently or aren't enforced. As a result villages and travellers are often the victim of bandits and the like. Some bandits hold a position of prominence in rural Indan life, the most powerful of which become local warlords, making money through ransoms and robberies, and by protecting members of their own castes against wandering rival bandits. More sinister than those ruthless brigands are the Thugees, meaning strangler, as much a group of highway men as they are a religious cult. These are Holy murderers, dedicated to the worship of the mother-goddess Kali in her aspect as the goddess of death. They delight on killing, and they do so in the name of Kali-ma herself. The Thugees are rightly feared, and can be identified by their red sashes, which they were openly. Thugees attach themselves in small groups of three to seven to travellers, gaining their confidence, murdering them by strangulation, robbing them of their possessions, and finally burying them according to strict rituals. Thugees are members of a sacred order, which has agents and secret safe-houses throughout the civilized world; their temples, however, are all found deep in forests and mountains, away from areas of human habitation. Unlike common thieves, who of course can also be contracted to kill, Thugees are considered to be Holy men and it is not precisely dishonourable to be one, or to hire one; though for obvious reasons they are socially distrusted and marginalized in many ways. Thugees will only seek to assassinate in the service of Kali-ma, and will refuse any task that they see as contrary to the wishes of the goddess. The rules for an acceptable sacrifice are very strict. They cannot assassinate any target that the order‘s gurus have explicitly declared "forbidden to kill". They will never assassinate women or children, excepting women who have in some way committed blasphemy against Kali. Children are not killed, but they are taken and adopted by Thugees. Members of the Brahmin class are not harmed, nor may the blind or sick be sacrificed in her name.

Great emphasis is placed on the rituals themselves. They believe that Kali-ma, in one of her battles with Asuras, tore strips of cloth from her skirt, forming the ruhmal, or sacred implement of strangulation, and commanded her followers to do the same. The pickaxe used to dig the grave for the victim‘s body was originally one of Kali-ma‘s teeth, given to the Thugees. The ruhmals and pickaxes are passed down from one generation of Thuggees to the next. Thugees usually have another occupation besides that of ritual murderer, which helps keep their Thugee identity secret. The secret of their membership in this group devoted to Kali is revealed by the parent to his or her child at about age thirteen. The knowledge is passed down, with many Thugees coming from a line of ritual murderers stretching back hundreds of years. If a Thugee has no heirs, he will kidnap a young child from a party of travellers and raise her as his own, training her in the ways of Kali-ma. They often act as mercenaries in the armies of Ind, where they form small skirmishing bands, taking the opportunity to plunder the enemy and find sacrifices for Kali-ma. They must then dedicate one third of all their earnings to the order.

Thuggee Phansigar

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 1 7

TROOP TYPE: Infantry. SPECIAL RULES: Lowborn Caste, Skirmishers.

Thugees must regularly perform rituals and purification in honour of Kali-ma. These acts of murder are not carried out for personal gain, but for enabling the worshipper to contribute to the enrichment of the local temple of Kali-ma. Any Thugee caught disobeying this edict is ritually buried, without the benefit of being killed first. They never murder a traveller alone, but always operate in a small group, thus ensuring that the killing and burial is properly and efficiently carried out, and that the proceeds from the victim are evenly distributed for transport to the temple. Thugees believe that the ritual murders fulfil their duties to Kali-ma as part of the divine cycle of birth, death, and rebirth.

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MAIDEN GUARD The princes of Ind may be stubborn and arrogant, but they are not stupid. They know that, given the chance, someone amongst their court could potentially kill them and take their throne and riches. The Maharajahs have always jealously guarded their estates with the most powerful warriors. First amongst these is the Maiden Guard, women who have given up their free will in service to their lords. Since their founding, many treacherous nobles have found themselves on the end of one of these warriors‘ swords. The prestigious role of Maiden Guard is only given to those warriors who have proved themselves by hunting down a full grown tiger in the jungles and returning with its pelt. After this they go through an indigenous

ritual where they surrender all their worldly possessions and cut all bonds with their family in favour of a new life where protecting their liege is their only goal. While this might seem a high price to pay, it also means they will rise into the same rank as the nobles, and while it does not come with the privileges, it sets them high above the lower castes in the eyes of their gods. The Maiden Guard are armed with a variety of sabres, picks and axes that they wield in each hand. They are even said to carry the ashes of their slain enemies in their turbans at all times. These warriors are the most feared of all the human Indan troops on the battlefield, as they are hardened foes who rarely panic or flee.

Maiden Guard Maiden Warden

M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 8 4 4 3 3 3 1 4 2 8

TROOP TYPE: Infantry. SPECIAL RULES: Noble Caste, Stubborn.

IGNI, LORD OF FIRE

Igni, the Sacred Fire, is one of the most ancient of the Devas. He bridges the gap between the Gods and their worshippers by providing a conduit for sacrifice—an all-consuming fire that cleanses as much as it purges. As the messenger of the Devas, he carries the prayers of mortals to divine ears and the word of the pantheon from immortal lips. Like the flame that he tends within each soul, Igni’s life is ―relit‖ each day, keeping him forever youthful. Seven fiery tongues dart out from between sharpened golden teeth surrounded by two young faces. Like the fire he represents, his skin is a deep red. Lightning crackles amidst his unkempt black hair as if dancing in a night sky. Often astride a chariot, he is more inspiring than terrifying. In coordinating the efforts against the Asura, Igni is busier than ever. With each raging monster a thousand prayers are offered, and with each broken promise between pantheons a thousand trips must be made to make amends. His chariot snaps across the sky in a tireless journey to keep the world together and his fires burning brightly. When he takes a break from his work, it is not for long and it is with a distinct purpose—whether fathering Avatars to help his efforts or acting upon something that requires a mortal touch. 44


HOLY WARRIORS Holy Warriors are fighters chosen by the gods. Always of the Kshatriya caste, these fighters are blessed with divine gifts and usually dedicate themselves to a specific warrior-god. These individuals will show extremely devout spiritual qualities from an early age. They will be likely chosen to receive special training from a Guru and will dedicate their lives in the service of the gods to fight evil. The Holy Warriors are a spiritual brotherhood devoted to purity of thought and action. They wear distinctive uniforms and set of paraphernalia to remind them of their commitment, and to help them maintain an elevated state of consciousness. They are instantly recognizable due to the huge turbans they wear, often bedecked with all manner of symbols and holy signs. To become a member of the Holy Warriors, an Indan in good standing must prove himself and be baptized by one of the so called Five Pure Ones. These nearimmortal warriors were themselves baptized by Guru Singh and are now said to be over four hundred years old. They are scattered across the land, and finding one of them is difficult at best. The Holy Warriors are grouped into brotherhoods, although these brotherhoods are not permanent in nature. A member may leave and join another brotherhood freely. Each brotherhood has a slight variation in the practices of their office. Some Holy Warriors have vowed to have a daily spiritual practice of reading five scriptures. Some have vowed to follow the basic tenants of the uniform, scripture, meditative recitation, or community service. All Khalsa also vow to refrain from any sexual relationships outside of marriage, and to refrain from taking meat, tobacco, alcohol, and all other intoxicants as part of their code of conduct. Holy Warriors follow the strict rules of the gods. If they should ever act against the gods, particularly their chosen god, by failing to perform proper rituals or purification, by eating spoiled food, drinking blood or eating raw meat, by using unholy magic, by fighting for personal gain, theft, lying, or unholy murder, or touching an untouchable, they will lose all of their spiritual powers until they have been granted penance and performed a purification ritual with the help of a Guru.

They fight to prove themselves in the eyes of the Devas, wielding large two handed maces and heavy armour. Protected from magical harm with their holy signs and symbols, Holy Warriors are completely fearless, and smash apart their foes with ease; knowing they have the power of their gods behind every blow.

Holy Warrior Fearless One

M WS BS S T W I A Ld 4 4 3 4 3 1 3 1 8 4 4 3 4 3 1 3 2 8

TROOP TYPE: Infantry. SPECIAL RULES: Warrior Caste, Immune to Psychology, Magic Resistance (2). THE UNDERWORLD

The Underworld is a difficult concept for the followers of the Devas. Technically speaking, death is a fleeting part of Samsara’s continual cycle; the lands of the dead are not final resting places for eternal glory or shame, the wicked are not tortured for eons by wicked monsters nor are heroes lavished with the doting attention in celestial drinking halls in the over world. Instead, the Underworld is a stop-over for wicked souls, an interrogation room or a supernatural prison with varying sentences for the indentured victims. For the truly evil, the worst punishment is not an eternity of pain through hell-fire or torture, but rather the very real spiritual and physical suffering of everyday existence. Wicked men are reborn as lowly creatures as a result of their evil lives; what is a better punishment than living the life of a rat or a worm? While the idea of an eternal cycle of spite and revenge may seem cynical, the Devas have a rather hopeful system in place: Even if reborn as a lowly creature, there is always the chance for a better life. One’s actions decide one’s fate, and in samsara’s ever-moving rotation, there is hope to move on to bigger and better things.

45


ROYAL CHARIOTS Ind used to be famous for its mighty chariots and effective usage of them in war. These chariots were second to none, but as the cavalry evolved the chariot has been gradually phased out of use in the army, but some still remain and serve in the armies of Ind to this day. The chariot remains especially popular with officers, as it gives them a fast transport that affirms their superiority over the common soldiery. Some Maharajahs still keep whole squadrons of chariots, either due to a special interest or because they cannot afford or do not have access to elephants. Even though chariots are only useful on open terrain and solid fields are more than rare in Ind, the Chariot can be more than useful when such terrain is available. As chariots pulled by horses are faster than elephants and sometimes even more lethal on the charge, they can offer excellent combat support much cheaper than elephants.

PARASVATI, GODDESS OF KNOWLEDGE

The daughter and wife of Brahma, Parasvati is worshipped in virtually every Hindu town. However, her inspiration is sought on a much larger scale by every desperate artist, developing intellect and person feeling even the faintest hint of an epiphany in their everyday life. She is the prolific muse of the Devas. Wise and creative, Parasvati’s energy extends deep within the veins of painters, actors and musicians. She is often depicting as a flowing river—a manifestation of her ability to endlessly supply society with the most powerful and essential elements of knowledge and inspiration. Paraswati is a lithe, gorgeous woman often appearing with flawless pearl-tinted skin, finelycombed jet black hair and dressed in the purest white clothes. As a Goddess with the knowledge and experience of the culmination of reality, she exudes a confidence born of the fullest proficiency and understanding. Her demeanor inspires those that witness her presence even more than viewing her beautiful form does. For millennia she has provided the outlets for humanity’s most noble and selfish pursuits. 46

Royal Chariots are often ornate, and are occasionally armoured along with the crew. The back of the cab usually carry a personal standard for the noble riders. Bells are attached to add to the din, and the charioteers use conches to frighten the enemy. Umbrellas cover the cabs and are targets of great importance, as losing one's umbrella or standard is quite a disgrace. When the Royal Chariots are brought to battle, only the Maharajah‘s finest warriors are allowed to ride them. Often these are nobles of lower ranks, like Avars, but sometimes a warrior who has proven himself in battle may be allowed to ride with them. Being allowed to fight from one of the Royal Chariots is a glorious honour indeed.

Royal Chariot Charioteer Warhorse

M WS BS S T W I A Ld - - 5 4 4 - - - 4 3 3 - - 4 1 8 8 3 0 3 - - 3 1 -

TROOP TYPE: Chariot (Armour Save 5+) SPECIAL RULES: Noble Caste.


BENGAL RIDERS In the thick jungles of Ind lie ferocious predators – huge hunters that have been known to bring down men, orcs, ogres, and more. These predators are the Bengal Tigers, exceptionally strong and ferocious cats. To own one of these great beasts means that you gain both recognition in the land, and an incredible beast of war capable of breaking armies almost single-handedly, and for this reason Maharajahs desire these beasts. Bengals are usually the top animal predators in their territories, and have been known to kill bears, crocodiles, giant snakes, wolves, and even other great cats. Even humanoids are far from safe, especially in cases where a Bengal has developed a taste for humanoid flesh. Bengal Tigers prefer terrain with plenty of cover and proximity to water as their hunting grounds. While the Bengal Tiger itself is a fearsome predator, its strength and ferocity pales in comparison to that of the larger dire tiger. This powerful feline predator moves with a deadly grace, its reddish-orange fur slashed with black stripes, grumbling as a warning as it crouches. They can grow to immense sizes, much larger than that of normal tigers, and can even be used as mounts by those brave or skilled enough to tame them.

These men live in the jungles themselves, revering the tiger like the animal of the Devas, and have nothing but the utmost respect for them. The Bengals themselves have learned that these people are of no danger to them, and so co-exist peacefully together, gladly accepting any offering of food they bring. Bengal Riders are sometimes enlisted in the Indan armies as shock troops, easily able to tear a man limb from limb. While the rider is lightly armoured, the beast itself is dangerous enough on its own and difficult to bring down due to its size. Stalking stealthily through the jungle canopy, the charge of the Bengal Riders can be absolutely devastating for an enemy, suddenly beset by teeth and claws.

Bengal Rider Bengal Master Bengal Tiger

M WS BS S T 4 4 3 4 3 4 4 3 4 3 8 4 0 5 4

W 1 1 3

I 4 4 4

A Ld 1 8 2 8 3 -

TROOP TYPE: Monstrous Cavalry. SPECIAL RULES: Warrior Caste, Fear, Forest Striders, Devastating Charge (Bengal Tiger only).

47


VANARAS In the jungles of Ind, the Vanara resides; a race of clever, agile beastmen with a passion for battle to harness their skill. Vanaras are intelligent, simian humanoids who live in deep forests and jungles. They are both agile and clever, but saddled with boundless curiosity and a love of pranks that, while normally harmless, hinder ingratiation with those they encounter. A Vanara's body is covered in a thin coat of soft fur, and individuals with chestnut, ivory, and even golden coats are common. Despite its fur, a Vanara can grow lengthy hair on its head just like a human, and both male and female Vanaras take pains to wear elaborate hairstyles for important social functions. All Vanaras have long, prehensile tails and hand like feet capable of well-articulated movements. Vanaras live in large, treetop villages connected by rope-bridges and ladders. Homes are carved out of trees but usually left open to the elements except for woven leaf canopies and overhangs. They clothe themselves as humans do, generally leaving their feet bare and allowing room for their tails. Their hands and feet are nearly identical, allowing them to climb rapidly should the need arise. Despite frequent attacks on their civilization by ogres, Vanaras are open and friendly, curious about both their neighbours and strangers. They take family life quite seriously, and are fiercely protective of even remote relatives. These intense and elaborate family bonds

lead to trouble when a distant relation makes an enemy who then becomes the enemy of the entire clan. They value learning, both experimental and academic, and most possess a burning curiosity about the world. Able to scale the tree tops and other various obstacles with ease, the Vanaras make excellent scouts and infiltrators and often act as a vanguard for an Indan army. Equipped with quarterstaffs, blowpipes shooting darts covered in venom extracted from the animals of the jungles, the Vanaras move ahead of the army and ambush any unsuspecting enemies ignorant enough to move through the forests they inhabit. They are able warriors, so it is no wonder that princes past and present have brought them gifts of food in order to persuade them to fight for them in times of war.

Vanara Monkey Paw

M WS BS S T W I A Ld 5 3 3 3 3 1 5 1 6 5 3 3 3 3 1 5 2 6

TROOP TYPE: Infantry. SPECIAL RULES: Skirmishers, Scouts, Forest Striders. Blowpipe: A common weapon of the Vanaras is the blowpipe. Shooting darts often tipped in lethal venom, it is a weapon able to take down the toughest of foes. Range 12"

Strength 3

Special Rules Multiple Shots (2) Poisoned Attacks

HANUMAN, GOD OF THE VANARA

Hanuman is the Vanara god, who also lived a mortal life in the time when Darahma was the Avatara. He became a great hero, and Darahma’s foremost companion, fighting to liberate the Vanara race from the rule of the evil Asura king Narava. By the time he had met Darahma, Hanuman was already one of the greatest heroes the world had ever known, being granted a number of divine boons and protections, and in particular being favoured by the sungod Surya. When Darahma ascended to godhood, Hanuman did so as well, though the Vanara Priests claim that Hanuman still frequently travels through the world in disguise, both in their lands and in any of the lands where Darahma is worshiped. 48


RAKSHASAS Many are the tales of wonder told by spice merchants returned from the lands to the east of the Old World, but few such yarns can be as bizarre as the accounts of the creatures said to reside in the verdant rainforests of central Ind. Spice merchants from Ind have spun tales of creatures with heads of the giant hunting cats they call tigers, which dwell in the dense jungles at the interior of their land. The Eye of the Tiger is a deep cave located high in the Shambani foothills of Ind. Said to contain the lost Stone of Simba, it has become the lair of the Rakshasa, a vicious tribe of tiger-headed Beastmen. Said to be a strange crossbreed of man and giant cat, they combine the worst traits of each. The Rakshasa society is, like the people of Ind, bound by rigid castes. Each Rakshasa is born into a particular role in life and cannot advance. Females are fit to be consorts, honoured only by their faithfulness and the fighting ability of their children. The Rakshasa wage war constantly, not only to feed themselves but because they believe that battle is the only way to gain honour. A Rakshasa's life varies in cycles of wild selfindulgence in times prosperity and strict fasting and sacrifice in times of trouble or before battle. They see themselves as honourable creatures that are brave and forthright in battle. The people of Ind regard these as noble but fickle beings, as likely to fight off attackers of an Indan village as raze it to the ground. Their motives are unfathomable, but offerings are left. These creatures are rarely seen, yet cautionary tales are told up and down the Kingdoms of Ind, and offerings of meat and rice are made to keep them at bay at roadside shrines wherever the path passes through, or near the shadowy forest in the hope of appeasing them. At times, the Rakshasa emerge from their dwellings in the forest to seek battle. If given enough offerings, they are prone to side with the Indans, realising sparing the humans would suit their best interest for future conflicts. After all, the Rakshasa care little whom or what they are fighting, as long as there is something to do battle against. While they do not join the battle line of the Indan armies, they stalk the underbrush, hidden away from sight until the opportunity presents itself for them to strike. When they do so, they attack with lighting speed, catching the soon-to-be doomed enemy unawares.

Rakshasa Tigerclaw

M WS BS S T W I A Ld 6 4 0 4 4 1 4 1 7 6 4 0 4 4 1 4 2 7

TROOP TYPE: Infantry. SPECIAL RULES: Skirmishers, Forest Striders,

" While travelling to the lands of distant Cathay, I first passed through the strange land of Ind. What wonders I've seen! Fabulous temples, great white beasts with trunks and tusks, and that walk on four legs, birds of every colour, and the cuisine... It takes my breath away just thinking about it. Anyway, while in Ind, my company had the misfortune of being attacked by an odd race of creatures. I believe they are somehow related to our own Beastmen, as they combined the features and form of both Man and beast. But these vile creatures were different. They had the heads of great cats—larger versions than the ones stalking the night streets of our grand Empire—mounted on a naked Human body. Stranger still, while we fought for our lives, our native guides just dropped prostrate to the ground, ignoring our cries for help, unmindful of the beasts as they tore through us and our guides alike. Luckily, through my own skill with the sword and the pistol-fire from my companions, we beat back the rude host, sending them scurrying into the woods. After, I flogged our guides, remonstrating them for their cowardice, as any master should. Weeks later, I learned that these creatures are something akin to holy spirits to the natives, and that if we injured any, we should be on the lookout for an attack. Thankfully, I ended their service when we returned to town. It's odd though, I've been experiencing stomach distress... probably caused by this infernal fare they pass for food." - Leopold Riogillo, Merchant Prince of Verezzo

Ambushers, Hatred.

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KALARATRI The goddess Kali-ma, often known as the Dark Goddess, presents a fearsome aspect to the world of Ind. She is the female counterpart of Shaivi in many ways, clad in serpent bracelets, a necklace of severed heads, a girdle of human arms, and little else. Kali fights demons, but with such ferocity that she threatens to destroy everything around her, including the stability of Ind. She is depicted as a black-skinned, wild-haired denizen of the cremation ground, companion to jackals and spirits. The goddess Kali-ma is quite a contradiction. She's a creator and a destroyer, a builder and a demolisher, She gives birth to children and then eats them, takes a husband and then destroys blurt, She's a loving and hating mother, a brutal and gentle power who reveals the beauty of life and death even as she takes them apart – literally. In her realm the Caverns of the Skull, there is no death. Any petitioner who meets his end is reborn soon after, so that he may live to kill again (that's what they do best). The realm itself is a tangle of tunnels that open and close at Kali's whim, a place of black rock and gloomy caves lit by flickering torches that glow ruddily in the dank air. Chants go on day and night, praising Kali as the highest possible form of divinity, and the murmurs resound eerily throughout the tunnels. It's said that any who dares to enter the Caverns of the Skull best watch his back.

KALI-MA, GODDESS OF DEATH

Kali-ma has always been aware of Ind, but the Indans knew her chiefly as the embodiment of the fear and darkness found in the cemetery or cremation ground. She came to the attention of the other gods when they fought a demon army. Kali appeared from nowhere, clad in a garland of human heads and a tiger skin, wielding a skull-topped staff and a fierce edged sword. She tore any demon in her path apart with her bare hands and decapitated the two demon generals with one stroke of her sword. The day seemed won by Kali and the gods until the demon Raktabija appeared. Raktabija could reproduce himself instantly from the drops of blood that fell to the ground when he was wounded, producing a host of demons that threatened to overwhelm the gods. Kali solved the problem by sucking the blood from Raktabija’s body and then devouring all the duplicate demons. From that point on, she was celebrated as a defeater of demons, but she was also greatly feared. 50

The Kalaratri, or "The Black Ones", are the offspring of the Goddess of Annihilation, the fiercest of the Avatars and perhaps most feared of them all, those who brings death to all so that the cycle of life can continue. The Kalaratri guard the Cavers of the Skull, killing any creatures they see and offering them to Kali on bloodsoaked altars. They are the worst of the lot: they guard the portals out, and no one can leave without first slaying a guardian. Dark whispers say that particularly brutal murders draw the attention of Kali herself, and that, if impressed, she makes the killer into a Kalaratri. The Kalaratri are truly terrifying. They are divinity distilled in a half-naked, four-armed figure loosely circled by a belt interwoven with human hands and a necklace made of human skulls. A third red eye strengthens their fearsome stare. In many ways they are cremation personified – a burning, insatiable psyche raging from inside an emaciated and blackened body that consumes all in their path by swinging both sickles and swords in each of their arms.

Kalaratri Dark Eye

M WS BS S T W I A Ld 4 4 3 3 3 1 4 3 7 4 4 3 3 3 1 4 4 7

TROOP TYPE: Infantry. SPECIAL RULES: Deva.


MARUTS Maruts are creatures created-out of the wind. They serve as troops for the gods, particularly Vaishna and Durda, and are often led by one of the Devas of air when they enter battle. Maruts live in the clouds and help create weather for the gods. These humanoids are mostly hidden behind plates of elaborate golden armour, the spaces in between revealing flesh of black stone. They wield mighty maces that can crush armour with ease, and carry large shields to wither any onslaught. Massive brutes, they can withstand punishment that would fell a normal man several times over. Only the foolhardiest of foes would think of attacking a unit of Maruts in field of battle, for they will likely be smashed aside like wave upon rock. Juggernauts of onyx and golden armour, Maruts shake the ground when they walk, each thunderous step ringing a death knell for those they‘ve come to take. Rarely seeming to hurry, a Marut‘s onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the Marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion.

Maruts primarily target those mortal souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them. Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, Maruts rarely engage in conversation or strategic alliances with mortals. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbour dreams of immortality.

Marut Storm Chaser

M WS BS S T W I A Ld 4 4 0 4 4 1 1 1 7 4 4 0 4 4 1 1 2 7

TROOP TYPE: Infantry. SPECIAL RULES: Deva. CINDRA, KING OF THE DEVAS

Cyclical change is inherent in the Devas’ belief structure. Supernatural might wanes and waxes naturally even among the most powerful and eternal of the deities. Cindra, the God of war and weather, was once King of the Gods and Lord of Heaven, his power unmatched as the greatest of all warriors. Foes fear his scourging lightning bolt, Vajra, and allies rejoice in his ability to revive those slain on the battlefield. With his complexion reddened by the Soma he imbibed, he bravely entered battle against Vratri, the Titan of Drought. The powerful ichor-infused drink strengthened his power. From atop the great white elephant Airavata he carved open the Titan’s belly in a killing blow, releasing all of the waters of the world back to their rightful place. Cindra’s importance diminished with the rise of the Trimurti of Vishnu, Brahma, and Shiva. His strength, while still apparent to those who looked upon his massive form, had fallen into disuse before the Titans were again released. Until recently, overseeing a timely downpour of rain onto the Earth’s soil was a more regular occurrence for him than leading forces into battle. With the return of his nemesis Vratri, Cindra is once again preparing himself for war. The rest of the Devas hope that he will heed their pleas to join them after lying relatively dormant for centuries.

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GARUDAS Garudas are noble, birdlike creatures that inhabit rugged hills. While they remain detached from humanoid societies, they are impetuous and gallant, often serving as protectors of nearby communities. Known as the scourge of serpents, the Garuda are fierce and determined creatures, feared even by some of the Deities. These winged creatures have clawed hands and bird‘s talons. Large, glinting eyes and a serrated beak dominate their avian faces. Their feathers display shadings of rusty red and deep green. Their torso is a golden tan, and they wear loose robes accented by fine jewellery. With the body and limbs of a man, and the head, beak and talons of an eagle, the Garuda possesses great ferocity and a proud heritage. Garudas are distant descendants of the goddess Janasini, the mother of birds. Legend tells that Janasini made an unwise wager with her sister Ravithra, the goddess of nagas and snakes. Ravithra cheated, and Janasini lost and became the slave of Ravithra's naga children. Sudachala, the first of Janasini's garuda children, offered to complete any task to free his mother. The nagas demanded a legendary bowl of nectar said to rest atop the tallest mountain in Vudra. Sudachala flew to the mountain and overcame many obstacles to retrieve the bowl, as detailed in the AzvaDeva Pujila. As Sudachala flew back, the god Gruhastha appeared and told Sudachala that the nectar was the elixir of immortality. The wicked Nagas had tried to trick Sudachala into stealing the elixir from the gods' hiding place so they could drink it and live forever. Sudachala alighted in front of the waiting nagas, placing the bowl

LIKSHMA, GODDESS OF BEAUTY

Likshma is the Goddess of good fortune and beauty, and is a daughter of the primordial waters. Likshma was originally born to a maharishi—one of the great seers in the celestial heavens—who cursed all celestial beings (his daughter included). Hiding from his wrath in the primeval waters before creation, Likshma was reborn to the World on a lotus flower, her divine beauty in full view to all of creation. Because of this second birthing, Likshma is viewed as a Goddess who can bestow good luck and fortune upon others. This may be one of the reasons that Vaishna chose her as his wife. For every incarnation of Vaishna in the World, from Darahma to Karishna, Likshma has appeared at his side as his beloved. In the eternity of their divine nature, Vishnu and his divine wife are inseparable as lovers and companions in whatever form they currently hold. Likshma is a very beautiful Goddess with four hands and a shining visage, usually with a lotus flower in one hand while the other holds the hand of her beloved, Vaishna.

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on some sedge grass, and the nagas freed Janasini from servitude. But when the nagas tried to drink from the bowl, they cut their tongues on the sharp grass, for as Sudachala and Gruhastha had planned; the god had whisked the true elixir away, leaving only an illusion in its place. Garuda‘s many children has since then been soaring the skies around the many mountain ranges of Ind, mainly feeding upon many of the large snakes inhabiting the jungles. The people of Ind generally see them as a good omen, as the Garuda protect them from slithering beasts. When it calls for it, the Garuda often go to battle with the armies of Ind, flying over their banners, ready to tear at the flesh of their foes. Why they bother to do this, there are several theories. The peasantry believe them to do so out of goodness for their worshippers, while the more cunning generals are inclined to think it true due to the heaps of snake meat offered to the Garuda as thanks for their services.

Garuda Blood Beak

M WS BS S T W I A Ld 4 4 0 4 3 1 5 2 7 4 4 0 4 3 1 5 3 7

TROOP TYPE: Infantry. SPECIAL RULES: Deva, Fly.


GANESHANS The elephant-headed son of Shaivi is the most popular of the Devas, for he brings luck and joy to the people who worship him. He blesses those who are faithful, making their aim true in the heat of battle, and gives them good fortune whenever they might need it. As the God of good luck and wisdom, his name is invoked before any major undertaking, even before the names of Vaishna, Brahmir or Shaivi. He must be appeased before any other god is approached, so he acts as an intermediary between worshippers and the pantheon. He is the god of doorways and portals, and also the god who removes all obstacles. He is the patron god of learning and study, prayed to by all students, and is likewise the god who protects all temples. Every human temple to any deity will also have a small shrine to Ganeshan. Ganeshan teaches that earthly delights, such as the indulgence in eating that his massive belly symbolizes, are not a hindrance to spiritual pursuits. He is consulted before trips or establishing new businesses, and he is invoked in other important ritual undertakings, particularly weddings and births. He is worshipped with offerings of fruits and vegetables to assuage his massive hunger. According to legend, Ganeshan received his elephant head shortly after birth, when a malevolent daemon

cursed the young Ganeshan by wishing his head out of existence. Shaivi replaced the head with the nearest one available – that of an elephant‘s. Ganeshan is also known for his scholarship, at which he excels above all the Gods. From his studies, he is often sought after as a guru and an advisor, using his vast knowledge to aid others in overcoming any problems. Ganeshan has four arms, often seen holding his noose, conch, lotus and modaka. Ganeshan, along with his avatars, are hearty and robust figures, survivors after many brushes with the Asuras. These creatures stomp furiously in battle, bellowing through their trunks while smashing foes left and right with their many arms. As avatars of Ganeshan, they also possess his power of fortune, able to bless themselves and other with good luck to gain the upper hand when needed.

Ganeshan Tusk Breaker

M WS BS S T W I A Ld 6 4 0 4 5 3 3 4 8 6 4 0 4 5 3 3 5 8

TROOP TYPE: Monstrous Infantry. SPECIAL RULES: Deva, Impact Hits (1). Fortune Finders: Ganeshans may re-roll failed rolls of 1 when rolling To Hit, To Wound, and when taking armour saves.

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NAGAS The Naga are among the strongest of the minor Avatars of Ind. Among the citizens of Ind, the Naga are among the most highly worshipped, seen as holy and beautiful creatures where a man of the Empire would be more likely to see a monster. Some even say they are the descendants of a once great underwater civilisation, whom have risen to the surface to protect the weak and the pure followers of the Gods. Human-like torsos atop the body of a snake, with four arms each carrying a weapon, these beings are incredibly dangerous and tough to bring down. They have glittering scales and grow to an adult length of ten to twenty feet. Their lidless eyes are bright and wide, almost luminescent, and their spines are armoured with sharp triangular extensions that grow in a line from the napes of their necks to the tips of their tails. The Naga are emerald green to turquoise in reticulated patterns with chocolate brown and pale jade green or dark grey and olive, and their spines have red spikes that rise like hackles when they are angry. Every motion of the serpent‘s long form sets its brightly patterned scales and glistening fins to flashing like gems in the surf. Where many Nagas claim particular lairs as their homes, Nagas typically have a

number of retreats, migrating from one to the next with the changing of the seasons. These Nagas keep elaborate summer and winter lairs, with several favoured shelters positioned between these so they can make a circuit of familiar rivers and coasts throughout the year. Fiercely territorial when it comes to their lairs, water Nagas typically attack any that intrude upon their sanctuaries, only bothering to question interlopers once such creatures have been weakened by poison, if at all. The Naga usually live solitary lives, hunting over smaller areas. They favour dwelling in a deep hole, but are sometimes found curled up in ruins, where they are often protectors of treasures or artefacts for centuries. Enigmatic creatures that live in the safe shadows of the many caves and tunnels of Ind, nagas steer clear of open spaces where they may encounter others – they reveal themselves only to those which they choose. These chosen few are privileged to lay their eyes upon such strange beauty - but for most, it is the last thing they see. While they are seemingly able to understand and often help the locals in times of need, it is said that they serve only their own rulers, whomever they may be, and it is always up to the Naga themselves whether or not they might turn up to battle. As their yearly treks make many nagas especially well travelled, those who live near the serpents' lairs often court the snake creatures' good graces with offerings of rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant neighbours. Enjoying flattery, exciting tales, and the adoration of those they see as lesser creatures, most water nagas take pride in their roles as travellers. However, while rarely malicious, they quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they've heard with their own fictions – caring little for the repercussions such misleading tales might cause for their listeners.

Naga Venomtail

M WS BS S T W I A Ld 7 4 4 4 4 3 5 4 8 7 4 4 4 4 3 5 5 8

TROOP TYPE: Monstrous Beasts. SPECIAL RULES: Deva, Poisoned Attacks, Scaly Skin (5+), River Strider. Snakeskin Bow: These powerful bows are the ranged weapons of choice for many Naga. Snakeskin Bows have the following profile: Range: 36"

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Strength: 4

Special Rules: Volley Fire, Poisoned Attacks


WAR ELEPHANTS Cavalry is not unknown in Ind, and warriors on horseback are given a significant level of respect. However, the war elephants and their drivers, the mahouts, are the prized soldiers of the human kingdoms. These huge beasts roam the forests of Ind and are incredibly strong and mighty. These large land animals, majestically wandering the plains in tightly knit family herds, are symbols of wisdom and strength. These thick-skinned animals bear large ivory tusks flanking a long, prehensile snout. Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden. Many of these creatures are captured by the people of Ind who train them over many long years to carry a large howdah upon their backs and fight in battle.

On the field, War Elephants and their riders are feared warriors, the Mahouts shooting at their foe from atop the creatures back, before the elephant charges into battle with the speed and strength of a thousand cannonballs. Many are those who have been trampled by the elephants' enormous feet, more numerous still are those who have fled at the very sight of them.

Large amounts of money are spent in the training and equipping of war elephants, and their numbers dictates status for a ruler. Only the largest and brightest of elephants become weapons of war, while most are simply used as workers. Likewise, only the most skilled mahouts may become recognized drivers for battle, since losing control of such a beast can be disastrous for one‘s own army. All elephants are strong individuals who cannot be controlled by just anyone. Even the Mahouts guiding their mounts cannot do much if their mount decides not to listen to its orders.

Thick-skinned: The War Elephant‘s thick skin, combined with a hard skull gives it a 5+ Armour Save.

War Elephant Mahout

M WS BS S T W I A Ld 6 3 0 5 5 4 2 3 5 4 3 3 3 3 1 2 1 7

TROOP TYPE: Monstrous Cavalry. SPECIAL RULES: Warrior Caste, Fear, Impact Hits (D3+1).

Stampede: If a War Elephant suffers a wound from a ranged attack, it must immediately take a Leadership test. If failed, the War Elephant and its unit will move using the Random Movement (2D6) special rule in a random direction, as determined by the Scatter dice. If it moves into contact with a friendly unit, it moves through it like a fleeing unit would, inflicting D6+1 impact hits. Note that this is not a flee move, and the War Elephant can be subject to Stampede even while fleeing.

ROYAL ELEPHANTS The very largest elephants of Ind are called Royal Elephants, who are severely larger than their smaller relatives. These colossal beasts are often the seat of royalty, and are much more rarely seen on the battlefield. Their combat ability is of course, all the greater as well. They are the preferred mounts of wealth Maharajahs, who ride these beasts both into battle and during ceremonial processes; to all the better display their wealth and importance to the common people that is their subjects.

Royal Elephant Mahout

M WS BS S T W I A Ld 6 3 0 5 6 5 2 4 6 4 4 3 3 3 1 2 1 8

TROOP TYPE: Monster. SPECIAL RULES: Noble Caste, Terror, Large Target, Impact Hits (D6+1), Thick-skinned, Stampede. Howdah Crew: The Royal Elephant it is ridden by three crew. Like a chariot, the monster and its howdah crew have their own characteristics, but are treated as a single model.

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When moving, the model always uses the Movement characteristic of the Royal Elephant. The Royal Elephant and crew use their own Weapon Skill, Strength, Initiative and Attacks characteristics when they attack. Each can attack any opponent that the model is in base contact with. All hits upon the Royal Elephant are resolved using the monster's Toughness and Wounds, and use its save. In combat, enemy models attacking the War Elephant roll against the monster's Weapon Skill when rolling To Hit. Apart from these exceptions, a Royal Elephant is treated as a monster in all respects, as described in the Warhammer rulebook.

UPGRADES Mahout Expert: A specially trained rider and trainer control the elephant, keeping under his control. The War Elephant may re-roll failed Stampede tests. Armour Plates: Thick bronze plates covers the Elephants head, legs and sides, giving it ample protection against attacks. The War Elephant‘s armour save is increased to 3+. Spike Chain: A crude chain with sharp spikes in every link is drawn between the elephants tusk, shredding anyone it charges. The War Elephant causes D6 (2D6 for Royal Elephants) Impact Hits on the charge. Spiked Tusks: Massive iron spikes are attached to the elephant‘s tusks, making each swing all the more deadly. The War Elephant gains +1 Strength to its Attacks. Giant Bow: A giant bow is attached to the Elephant'' back, allowing its riders to fire large bolts through the enemy ranks. The Giant Bow uses the following profile: Range 36"

Strength 5

Special Rules Slow to Fire, Multiple Wounds (D3)

Giant Bows penetrate ranks in the same manner as a Bolt Thrower. No armour saves are allowed against wounds suffered by it. Small Cannon: These small cannons are very rare in Ind, but are sometimes attached to the howdahs. The Small Cannon uses the following profile: Range 48"

Strength 7

Special Rules Slow to Fire, Multiple Wounds (D3)

The Small Cannon follows all the rules for normal Cannons, but can move and fire. If a Misfire is rolled, roll of the Blackpowder Misfire Chart as normal; if the result is a one, treat the Elephant as having lost its rider

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AIRAVATA, THE WHITE ELEPHANT A long time ago before the ocean turned to salt, it was milk. The Devas wanted to be immortal like the deities. So they gathered to summon Lord Vaishna for advice. They wanted to obtain amrita from the bottom of the ocean to gain immortality. They could not come up with the plan to reach their goal. "Call the Devas to your aid to churn the ocean. You will receive the nectar and many more things," responded Vaishna. The Devas were thankful for Vaishna’s advice. So they retreated to Mount Mandara to come up with a plan. They decided to pull Mount Mandara from its roots to use as a churning rod. They tried with no results. They had given it a long day’s work with nothing to show for their labour. "There is no way that we can pull Mount Mandara from its roots. We need more advice," the Devas cried out. Vaishna then summoned his serpent Sesha, who was the king of the serpent race. He was an immense serpent who stretched for miles and miles. "Sesha, go and help the Devas uproot Mount Mandara,‖ Vaishna ordered. Sesha then coiled his body against the root of Mount Mandara and squeezed using all his strength. Soon enough, the great mountain had been removed and placed in the middle of the ocean. The Devas knew that the mountain would sink to the depths of the ocean so they called upon the tortoise king to sit at the bottom of the ocean so that they could place the mountain on its back and churn the waters. The tortoise king agreed and they needed the help of the asuras as well. So the Devas, the Asuras, Sesha and the tortoise king gathered around the ocean not knowing what they were about to accomplish. They were finally ready! "Tortoise King, please go to the bottom of the ocean where we will place the mountain on your back," ordered Cindra. The Tortoise King walked from the shore deeper and deeper into the ocean to bear the weight of the great Mount Mandara. Then Sesha coiled himself around the mountain. ―Now listen, I am ready and I want the Devas to hold my tail and my head and pull me forwards and backwards,‖ Sesha shouted. The Devas and the asuras churned the waters for a long period of time. They were becoming very weary. So Vaishna gave them the strength to continue. Then suddenly, foam arose from the ocean. Many things began to occur. Likshma, the goddess of good fortune, emerged from the waters. Then Rambha, the first apsarasa, came out. Then finally, a large white creature began to emerge. First, you could see four large white spears longer than Sesha himself. These tusks were as sharp as a blade and could plunge into anything. This elephant had large red eyes the size of boulders. Cindra was pleased with what he was seeing. "This great elephant shall be my servant for the rest of my days. His name shall be Airavata, signifying that he was produced from water," Cindra proclaimed. The Devas continued to churn the ocean and Surabhi, the wish giving cow, came out. Then finally the physician Dhanwantari emerged with the cup of amrita in his hand. Their goal had finally been achieved. Now, Airavata was capable of producing clouds and could soar the heavens with Cindra on his back. Back then elephants could fly and there were eight guardian deities who reigned over the eight points of the compass. The leader of all these deities is the great Airavata of Cindra…


BASILISK In the deepest, darkest parts of the jungles of Ind lives a great beast that strikes terror into the hearts of the people who reside there, and has the power to singlehandedly destroy anything in its path. This is the Basilisk, a vicious gigantic snake monster that resides in the land. These reptilian monsters possess a gaze that enables them to turn any fleshy creature to stone. Known as the King of Serpents, the Basilisk can reach gigantic size of fifty feet in length, and live many hundreds of years. They are a living blight so inimical to life that they poison the very ground they walk upon, the venom that suffuses their body and spirit capable of swiftly reducing verdant land to ruined waste. Their huge bodies are covered with brightly coloured scales from the membranous fins upon their head to the tip of their muscled tail; a warning of their noxious nature. They prowl stealthily on eight legs, and are capable of moving swiftly enough to run down even the quickest prey. The most potent weapon in the Basilisk‘s arsenal, however, is its gaze. Renowned in folklore across the Old World for its lethal potency, the sickly pale eyes of the Basilisk can focus the essence of their poisonous soul, withering their prey until its skin and flesh slough away. Occasionally, a Basilisk may be captured by a Beastmaster to be trained for use in war. This is not an easy process – the Basilisk must first be captured, which usually accounts for the life of several of its would-be captors. After that it must be trained by the skilled Beastmasters, who must be quick enough to

avoid the beast‘s gaze and aura while keeping up with it on the field. Even after training, a Basilisk is still very unpredictable – there have been many cases where a Basilisk has lost its trainers in the heat of battle and has decided to get revenge for its captivity.

Basilisk Beastmaster

M WS BS S T W I A Ld 8 4 4 5 6 6 5 5 6 4 3 3 3 3 1 3 1 7

TROOP TYPE: Monster. SPECIAL RULES: Terror, Large Target, Scaly Skin (4+), Poisoned Attacks, Monsters and Handlers, Forest Strider. Cold Blooded: The Basilisk rolls 3D6 for all Leadership tests, discarding the highest dice. Aura of Vitriol: The Basilisk‘s aura taints anything that draws near, destroying weapons and killing men, its deadly power increasing with exposure. Roll a D6 at the beginning of each round of combat for every model participating in a combat in which the Basilisk is involved (including friendly models). On the first turn of combat with the Basilisk a wound is inflicted on a result of a 6, on the second turn a wound is inflicted on a 5+, and so on to a maximum of 2+. Armour saves and regeneration may not be taken against the Basilisk‘s vitriol, although other Ward saves and Magic Resistance may be used. Maleficent Gaze: The Basilisk focuses its dark malice upon a single target, its gaze blistering skin and metal, and flaying the target with its tainted power. Once per Shooting phase the Basilisk may select one model within 18", line of sight and not in combat. This may be a single model within a unit so long as it is in the front rank or may otherwise be clearly seen. Roll to hit against the target as normal for a shooting attack. If this is successful roll a D6 and use the following table to determine the effect: D6 1 2-3

4-5 6

Result The target is able to avoid the Basilisk‘s gaze and there is no effect. The target‘s skin is blistered and burned by the Basilisk. The model‘s Initiative score is permanently reduced by 1. The target takes a single wound with no Armour save. The target‘s body is reduced to a steaming pile of polluted flesh. It is immediately removed as a casualty regardless of wounds, and if it was part of a unit then the rest of the unit takes an immediate Panic test. No saves of any kind are allowed against this attack.

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LORD DARAHMA God-Hero of Ind Born as a human, Darahma was the incarnation of the divine, or Avatara, of the previous age to the present one. Although this was over a thousand years before the present day, a great deal of information has been preserved in the Kingdoms of Ind about his age. Darahma was born in the Kosala Kingdom, and he and his family founded many of the great cities there. Dasharatha, the king of Ayodhya, had three wives and four sons. Darahma was the eldest, and thus in line to become the next king. While Darahma was all set for coronation, his step-mother, Dasharatha‘s second wife, Kaikeyi, wanted her son, Bharata, to become king. Before the aged king could hand over his crown to his eldest son Darahma, Dasaratha was destined to die. And instead of being crowned king of Ayodhya, Darahma is sent into exile in the forest for fourteen years by an intrigue in the palace and a quirk of fate. His wife, Sitra, accompanied him, unable to live without him. After fourteen years away from his kingdom, a huge Asura army invaded and subjugated the island of Lanka and terrorised the kingdom of Kosala. The leader of this army, a terrifying Asura called Narava, kidnapped Sitra and took her back to his new daemonic empire. Enraged, Darahma summoned an army of Vanaras and called the Devas to war.

Gods and Vanaras fought against the daemons in a titanic battle on the outskirts of Lankra. Darahma, bolstered by the powers of the Devas, personally sought out Narava in the heat of battle and, after a titanic mental and physical duel, killed the Asura with his godly weapon Kodandam and the Brahmastra arrow. The Asura was vanquished and the daemonic army soon evaporated into the warp, but Darahma‘s injuries were so serious that he passed away moments after he heard news of his army‘s victory, cradled in the arms of his now-liberated wife. Darahma is worshiped as the god of virtues, morality, civilization, and also the patron of archers, as the bow is his weapon. Darahma is worshiped throughout the Kingdoms of Ind, but especially in the Kosala lands where he once ruled.

Darahma

M WS BS S T W I A Ld 4 6 5 5 5 3 6 4 9

TROOP TYPE: Infantry (Special Character). SPECIAL RULES: Noble Caste, Unswerving Loyalty. The Avatara: Darahma follows all the rules for Devas, but is not subject to Divine Corporeality.

MAGIC ITEMS: Kodandam (Magic Weapon) Darahma was gifted this magnificent bow by Shaivi, to help him in quest. Sparkling in the sunlight and inscribed with multiple magical runes, any arrow that it shoots instantly catches fire upon hitting its target. Gandvia enables Darahma to fire as many shots each turn as he has Attacks on his profile. Each shot causes a Flaming Strength 5 hit. Roll a D6 for each initial unsaved Wound caused. On a 5+, the fire continues to burn and the target takes another D6 Flaming Strength 4 hits. The Brahmastra Arrow (Enchanted Item) A gift from Brahmir, this arrow possesses the power to completely destroy any target, wiping it out completely from all of creation with no possibility of restoration. When this weapon is used in such a way, all the ground around the target area will become an infertile desert for thousands of years. One use only. When fired, this arrow automatically Hits. Place the large template with the hole centred on the target model. Any model under the template takes a Strength 10 Hit that causes D6 Wounds.

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KARISHNA The Current Avatara The story of Karishna begins with the current ruler of Lakshana, Maharajah Djikah, who on the advice and with the support of the Kuryan Maharajah overthrew his own father to take the Panchalan throne. Thus Lakshana is currently a firm ally of the ambitious Kuryans. What is not known to almost anyone is that Djikah was not in fact the previous king‘s son; but rather the offspring of the previous queen in her congress with an Asura Daemon named Kalanemi. Thus Djikah is a profoundly powerful but also unholy king. It was prophesied to Kansa that the god Vaishna would bring forth a Chosen One into the world, an ―Avatara‖, who would kill him, and that this Avatara would be born from Djikah‘s sister Devaki. To avoid this fate, Djikah slew the first six of Devaki‘s children, her seventh appeared to have miscarried, though in fact she had secretly arranged to have it look that way and the son, Balarama, was spirited away so that he might survive. At this point, Djikah had Devaki imprisoned, but she became pregnant again by miraculous conception, and after this divine birth she managed to smuggle the child away from her prison to be raised by cowherds in the forest village of Vrindaban. This child was named Karishna, and he is the Avatara who is destined to slay Djikah, and to go on to become the greatest hero and spiritual teacher of this age. Even

as a child living as a cowherd, he already showed great and miraculous feats of skill and enlightenment power, and slew various daemons sent by Djikah to destroy him. As a young man he has gone off to become a great hero earning himself great fame and fortune. Djikah has in turn become more and more paranoid, and has ruled with ever-greater oppression, terrified that soon Karishna will come back to Mathura to destroy him. As the Avatara, Karishna is immensely powerful, wielding the Sudarshana Chakram of Vaishna himself. He is determined to rid the world of the Asuras, and is gaining followers every day to help him succeed in his endeavour. With the oncoming storm, Karishna might be Ind's best and possibly only hope for survival against the daemons that seek to end the world, and everyone in it. M WS BS S T W I A Ld 4 7 6 5 5 3 7 4 9

Karishna

TROOP TYPE: Infantry (Special Character). MAGIC: Karishna is a Level 2 Wizard who uses spells from the Lore of Light or Lore of the Heavens.

SPECIAL RULES: Noble Caste. The Avatara: Karishna follows all the rules for Devas, but is not subject to Divine Corporeality.

MAGIC ITEMS: Sudarshana Chakram (Magic Weapon) See Weapons of the Devas section. SARVATI, GODDESS OF LOVE

Sarvati exists as the ultimate incarnation of Shakti, the concept of feminine energy that encompasses all aspects of the feminine Devas. From Kali’s furious annihilation to Parasvati’s productive inspiration, Shakti exists as the benevolent and malicious faces of the feminine ideal. Sarvati wields it with the utmost skill. Shiva’s daring wife and Ganeshan’s mother, Sarvati has used her skill at adaptation to further her agenda for millennia. Originally dark-skinned, she underwent a thousand penances to earn a favour from her beloved husband Shiva in order to gain a power great enough to change her own complexion to light. She is an expert mediator and a devoted spouse, an unimpeachable ascetic and an active partner in love. Sarvati is always bathed in pure white, symbolizing her flawless knowledge. She carries a blue lotus at all times, which she ponders with her three eyes.

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URJANA Master of the Bow Out of all Pandavas and Kauravas, Urjana had immense liking for the sport of bow and arrow. He practiced this art with great concentration and perseverance. Soon he became the best in this art. During the Indan Civil War, Urjana's main target was the mighty Narak, who unknown to him, was his own half-brother. Urjana had many grudges against him and this was the time to take revenge on Narak. Both let out powerful weapons of great speed for a long, long time. Both warriors knew very well that only one among them would survive in the end. A fierce duel took place between the two brothers. At one point, Urjana's arrow struck Narak's Chariot, hurling it several dozen feet away. Narak's arrow too struck Urjana's chariot but displaced it only by a short distance. They were both equal in skill, so much to the point where their arrows would collide in mid-air time and time again. Seeing that Urjana could not be defeated by means of ordinary weapons, Narak used his Nagastra. A snake Aswasena, whose mother was killed by Urjana years ago, entered the weapon and made it infallible. But Narak did not want Urjana to be killed by anyone else's might except his own. Hence, he refused to use the Nagastra again on Urjana. Urjana then shot a volley of arrows piercing right through his armour, cutting off his earrings, hitting all his vital organs. Narak fell to the ground, reeling in pain. Even so, Narak still continued to fight valiantly. Urjana asked his charioteer to stop their chariot as well, so that he could fight Narak on equal ground, and took out a divine arrow. Narak descended from the chariot and asked Arjuna to wait until he could free his chariot from the soil, as was the custom of battle. Arjuna took back the Rudra weapon, but was reminded of all the cruel deeds Narak had done during the war, having taken great pleasure in slaughtering the young and defenceless. Hence, he told him that he did not deserve to receive righteous conduct. In desperation, Narak drew a hidden dagger and stabbed Urjana, but was unable to kill him. Urjana regained his composure, looking at Narak with pity before walking away from him. Urjana then turned around and used his arrow, Anjalika, to behead Narak. Narak died on the spot and the battle of Kuryakshetra ended the very next day with Duryodhana's death. Urjana was one of the eleven soldiers to survive the battle, and is considered one of the greatest heroes of Ind's history. After the war, he ruled together with his brothers, as peace finally set upon the land again.

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Urjana

M WS BS S T W I A Ld 4 5 6 4 4 2 6 3 8

TROOP TYPE: Infantry (Special Character). SPECIAL RULES: Noble Caste, Unswerving Loyalty, Sniper.

MAGIC ITEMS: Gandvia (Magic Weapon) A powerful celestial bow, originally used by Brahma but later passed down to other gods, until the water god Varuna gave it to the human prince Urjana. Gandvia is an ornate bow made of solid (but strangely flexible) oak. The bow is decorated with hundreds of gold bosses, and had radiant ends. It is longer than most bows, and its drawstring is fashioned from the thread of fate itself. Long bow. Hits from this bow are resolved at Strength 4, and all shots have the Killing Blow special rule. Kaustubha (Talisman) Kaustubha is a divine jewel - the most valuable stone in the Kingdoms of Ind. It shines with a light so radiant, that anyone attempting to strike the wearer will find themselves completely blinded. Any Close Combat attack targeted against Urjana will only ever hit him on the roll of a natural 6.


MHOGLI THE BEASTMASTER The tale of Mhogli the Beastmaster is a strange and disturbing one. As a young hunter, Mhogli went into the jungles of Khuresh to earn a reputation and gain honour and prestige in the courts of his homeland of Singha. He did not return for twelve years. When Mhogli finally made his way back into the land, the people were shocked. Mhogli had been warped and scarred by the mysterious forces and creatures that lurked in Khuresh. His arm had been transformed into the claw of a tiger, and faint stripes now outlined one side of his body. Most remarkable of all these changes, however, was his new-found affinity for beast-taming. Seeing that the beasts of his stables loved Mhogli, the Maharajah of Singha decided to hire him as his beasttrainer and hunter. Mhogli still lives to this day, training the beasts of the Maharajah and venturing around the lands to slay the foul beasts that lurk there. Most recently, he has captured a monstrous tiger named Sher Khana, who was terrorizing the eastern villages and cities of Ind until Mhogli captured and trained it. In battle, Mhogli rides upon this titanic cat, and the combined force of hunter and beast is near-unstoppable.

Mhogli Sher Khana

M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 8 8 5 0 5 5 4 5 4 7

TROOP TYPE: Monstrous Cavalry (Special Character).

SPECIAL RULES: Lowborn Caste, Fear, Beastmaster. Mighty Roar: Whenever Mhogli and Sher Khana charges, he causes Terror.

MAGIC ITEMS: Beast's Bane (Magic Weapon) This spear has been crafted out of the teeth of a vicious Khureshian cat-beast. Its barbed teeth can easily penetrate the skin of a man or a monster, and can do a great deal of damage when it is removed as it tears flesh from bone. Spear. All attacks made by the spear have the Armour Piercing and Multiple Wounds (D6) special rules. Helmet of the Dark Beast (Magic Armour) This helmet has been created from the skull of one the strange and evil beasts Mhogli has hunted throughout his lifetime. By wearing this helmet, his appearance becomes ever more terrifying as the taint of mutation and blood still lingers upon it. The wearer of the Helmet counts his armour save as being one point higher than normal. Enemies must reroll successful Panic, Fear and Terror tests caused by Mhogli.

SYRUA, GOD OF THE SUN The Sun God of the Devas, Syrua is one of the oldest Gods of the pantheon. Practically dwarf-like in stature, Syrua has copper skin and red eyes. He rides in the sky on his chariot, drawn by a sevenheaded horse and steered by the Asvina, twin brothers who represent dawn and twilight. To those loyal to him, Syrua is generous and open; to those who betray him who he feels are disloyal (which is most people, Gods and mortals alike), Syrua is malevolent and cruel, his shining visage bearing down upon them with spite and enmity. At his best and most benevolent, the sun God is an enlightening presence for his followers. Through stimulation and instigation, he expects the best out of those dearest to them, and he will often inspire people to reach their highest potential. When they do not, they usually feel the full impact of his wrath. Syrua has fathered many of the epic heroes of Indan legend, including Narak and Sugriva. He does not mention the many others who he perceives as failures.

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PARASHURUMA The Holy Slayer Born in a small village, Parashuruma grew into a great warrior, and pleased Lord Shaivi after slaying a tribe of viscous Beastmen. As a blessing, he was granted the power of regeneration, able to swiftly recover from any injury and even reattach lost limbs, making him a fearless warrior. Along with this, he was given the Parashu of Shaivi, the axe which he is known for today, as well as. Once, a king by the name of Kartavirya visited the village led by Jamadagni, Parashuruma's father, along with his army during the course of a hunting trip in the forest. Jamadagni arranged to feed his guest and his vast army with the help of his divine cow. Amazed at this, the king became greedy and wanted the cow to be given to him. Jamadagni refused, saying that the cow was required in the performance of religious rites. The king sent his soldiers and forcibly took the cow away to his city. Returning home and hearing this, Parashuruma was infuriated and travelled to the royal palace. Brandishing his axe, he decimated its guards and killed the mighty King Kartavirya, retrieving the calf. When he returned home, his father was pleased, but seeing the blood stained axe of Parashuruma, also concerned. He cautioned his son he must be aware of wrath and pride. Parashuruma accepted the reprimand of his father, in penance, and went on a pilgrimage to holy places for one year in purification. Meanwhile, the sons of Kartavirya discovered their dead father at the palace and knew that only Parashuruma could have killed him. In revenge, they travelled to the hermitage and murdered Jamadagni while he was in meditation, surrounding the rishi and shooting him to death with arrows like a stag. Afterwards, they decapitated his body and took his head with them. When Parashuruma returned home, he found his mother next to the body of his father, crying hysterically as she beat her chest twenty-one times in a row. Furious, he hunted down the sons of Kartavirya at the palace. He killed them all and returned with the head of his father to conduct the cremation. Parashurama then vowed to enact genocide on the warmongering Kshatriyas twenty-one times over, once for each time the hand of his mother hit her chest. He has since travelled throughout the Indan subcontinent, killing all men of the Kshatriya caste, guilty or innocent. Known as "the Holy Slayer", Parashuruma is the bane and nightmare of corrupt rulers, haunting their dreams with visions of their impending doom. Every now and then, he might sate

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his thirst for blood for a while, joining the armies of Ind in defence of his homeland. Even so, any member of the Kshatriya caste better watch out, lest it be their head that is lopped off their shoulders.

Parashuruma

M WS BS S T W I A Ld 4 6 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Special Character). SPECIAL RULES: Warrior Caste, Hatred, Regeneration. Head-taker: For ever character killed with a Killing Blow by Parashuruma, the Ind player receives +100 Victory Points.

MAGIC ITEMS: Parashu of Shaivi (Magic Weapon) The axe used to find and eliminate corrupt rulers that were in control of nearby kingdoms. It can cut through the toughest of opponent with little opposition, and have a special tendency to go for their necks. This axe gives Parashuruma +2 to his Strength. In addition, he gains the Killing Blow special rule, which takes effect on a 5+ rather than a 6+.


KARMA (Lore Attribute)

LORE OF THE DEVAS TANTRA (Signature spell)

Cast on 5+

By concentrating on his gods, the primal forces controlling existence create an aura of energy around the Guru that stimulates the surrounding area. Tantra is an augment spell with a range of 24". The target unit gains the Always Strike First special rule until the start of the caster's next Magic phase. The Wizard can choose to have this spell affect all friendly units within 12". If he does so, the casting value is increased to 10+.

1. CREATION OF BRAHMIR

Cast on 6+

Karma represents the totality of one’s action in the great fabric of the world, a delicate manoeuvring through the mysteries of fate. Once per casting attempt, a Guru using this Lore may change a result of 1 on a dice roll to a 6. However, the next time he rolls a 6 when casting a spell, this roll must be substituted for a 1 instead.

4. BOLTS OF CINDRA

Cast on 9+

Summoning the power of Cindra, the Guru calls down bolts of lightning to scorch his foes. Bolt of Cindra is a direct damage spell with a range of 18". Roll a D3; this is the number of bolts summoned. Place this number of small templates anywhere within 24" of the Guru (but at least 1" apart). Each template will scatter D6+2". Any model touched by the template takes a Strength 4 hit, while any model under the hole takes a Strength 10 hit with the Multiple Wounds (D3) special rule. The Wizard can choose to have this spell summon D6 bolts instead. If he does so, the casting value is increased to 16+.

With the power of Brahmir, the Guru summons astral weapons into the hands of his faithful.

5. CURSE OF KALI-MA Creation of Brahmir is an augment spell with a range of 24". The target unit gains +1 to their Strength and Magical Attacks until the start of the caster's next Magic phase. The Wizard can choose to have this spell affect all friendly units within 12". If he does so, the casting value is increased to 12+.

2. GANESHAN'S BLESSING OF FORTUNE Cast on 6+

Cast on 10+

Drawing upon the power of the Goddess of Death, the Guru channels the pure essence of death. Curse of Kali-ma is a direct damage spell with a range of 12". One chosen enemy model must take a Leadership test. If failed, the model is automatically removed as a casualty, with no saves of any kind allowed. The Wizard can choose to extend the range of this spell to 24" instead. If he does so, the casting value is increased to 13+.

Summoning the power of Ganeshan, the Guru blesses his followers.

6. INVOCATION OF SHAIVI Ganeshan's Blessing of Fortune is an augment spell with a range of 24". The target unit may re-roll D3 dice that directly affects them until the start of the caster's next Magic phase. The Wizard can choose to have this spell affect all friendly units within 12". If he does so, the casting value is increased to 12+.

3. SACRED SHIELD OF VAISHNA

Cast on 9+

Calling upon the power of Vaishna, the Guru protects his followers.

Cast on 18+

The most powerful mudra symbolizing the pure force of Shaivi, this mudra allows the Guru to channel the raw destructive force of Shaivi as the Destroyer of worlds. Invocation of Shaivi is an augment spell with a range of 18". The target unit will Wound on a 2+ with no armour saves allowed until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 36" instead. If he does so, the casting value is increased to 21+.

Sacred Shield of Vaishna is an augment spell with a range of 24". The target unit gains a 5+ Ward save until the start of the caster's next Magic phase. The Wizard can choose to have this spell affect all friendly units within 12". If he does so, the casting value is increased to 18+.

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WEAPONS OF THE DEVAS This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Devas of Ind. These may only be used by models with the Deva special rule.

MAHAKALI'S BOW

85 points

Magic Weapon Perhaps one of the most devastating weapons in creation, belonging to the death-goddess Kali-ma, it has the capacity to utterly annihilate anything that its wielder wishes. It never misses, and completely destroys whatever its wielder desires when fired. It could even be used to end all life on the entire world in an instant. This weapon is so powerful that if anyone even tries to touch it who is unworthy of it in Kali-ma’s eyes, that person will be instantly and irrevocably disintegrated. Additionally, it can never be used for any purpose that is contrary to the divine wishes of Kali-ma’s consort, Shaivi; it will not work for anyone who attempts to do so, and doing will result in the weapon being immediately revoked, and possibly in its wielder being destroyed. Thus it is only appropriate as a weapon against the greatest of foes. One use only. Long bow. When used, this bow automatically hits, causing D6+1 Wounds with no armour save allowed. However, before using it, the wielder must pass a Leadership test. If failed, the model wielding it suffers D6+1 Wounds with no armour save allowed instead. He may attempt to use it next turn if he wishes, following the same procedure.

SUDARSHANA CHAKRAM

80 points

Magic Weapon, Vaishna only Sudarshana Chakram is a spinning, disk-like super weapon with one hundred and eight serrated edges used by Lord Vaishna. According to the Puranas, Sudarshana Chakram is used for the ultimate destruction of an enemy. Sudarshana Chakram may be thrown in the Shooting Phase. It has a range of 18". Target 1 enemy model within line of sight and roll to Hit as normal. If the attack hits, place the 3" template over that model. Roll a D6 and the Scatter dice to determine in which direction Sudarshana Chakram moves. Any model passed over by the template suffers a Magical Strength 5 hit with the Armour Piercing special rule.

THE BRAHMASTRA

75 points

Magic Weapon, Brahmir only This is the Staff of Brahma, one of the most powerful weapons in creation. It is said that when the Brahmastra is discharged, there is neither a counter attack nor a defence that may stop it. The land where the weapon is used becomes barren for eons and all life in and around that area ceases to exist.

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One use only. The Brahmastra may be used in the Close Combat phase. When it is used, place the large template over the model carrying it. Any model touched by the template (excluding the wielder) takes a Strength 10 hit that causes D6 Wounds.

THE VAJRA

70 points

Magic Weapon The Vajra is one of the most powerful weapons in Ind, said to have belonged to the king of the gods, Cindra. This weapon was made from the bones of sage Dadhichi after he died to defeat the Daemon Vratri. The Vajra has the power to summon bolts of lightning at will, which can then be thrown to devastating effect. The Vajra can be used in the Shooting Phase. Roll a D6. This is the number of lightning bolts that may be thrown this phase. The lightning bolts have a range of 24" and each causes a Strength 6 hit. Roll to Hit as normal.

THE KAUMODAKI MACE

60 points

Magic Weapon, Vaishna only This blessed mace is said to be the divine weapon of the preserver god Vaishna himself. Crafted at the dawn of time by the preserver god himself, it is filled with the power of a thousand stars, and it was given the highest blessing by the god himself before he brought it down to earth. Anyone who wields it finds themselves filled with untold power and is imbued with the strength and skill of the greatest of the heaven dwellers. The wielder of the Kaumodaki gains Strength 10. Roll a dice for each initial Attack that hits. On a 4+, it causes another hit.

TRIDENT OF DESTRUCTION

50 points

Magic Weapon, Shaivi only This vicious trident was wielded by the destruction god Shaivi, who has used it to fulfil his grim duties of bringing death and destruction to the universe. This steel trident never tarnishes, its pronged heads seeming to gleam brightly against any ray of light. One who wields it is able to slice hearts from bodies and heads from necks as if they were insubstantial, and if a foe merely touches its blackened blade, their screaming souls are drawn agonizingly out for the destruction god to feast upon. The Trident may be used as a halberd in Close Combat, and be thrown like a javelin in the Shooting phase. In addition, the wielder gains the Heroic Killing Blow special rule.


SACRED RELICS OF IND This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Indans. These may be used in addition to the magic items found in the Warhammer rulebook.

ASI, DIVINE KHANDA

50 points

FLAIL OF KALI-MA

45 points

Magic Weapon

Magic Weapon

According to legend, this was in fact the first sword in all of creation, after which all other swords are modelled. The Devas approached Brahmir, the creator of the universe, and protested against the unjust rule and evil doings of the Asuras. Hearing the protest from the Gods, Brahma collected sacrificial objects and proceeded to perform a grand sacrifice with the foremost of the Devas at the side of the Mountains of Heaven. During the course of the sacrifice, a dreadful creature sprang from the midst of the sacrificial fires scattering flames all around. It was as though a moon had arisen in the midst of the stars. He was collared like a deep-blue lotus. His teeth were sharp and terrible, stomach lean and skinny and stature very tall and slim. He was of exceeding energy and power. Simultaneously, the earth started shaking, there were turmoil in the oceans, the forceful winds started howling all around, the trees started falling and being torn apart, and the meteors started blazing through the skies! Upon this, the creature assumed the form of a blazing, sharp-edged sword, glowing like the flames at the end of the eons. It was used by the gods to fight in wars against the Asuras at the dawn of time, and afterward given to great human sages in all successive eras.

The handle to a Kali-ma’s flail is a large human bone cast in iron, usually a femur. Thin chain links made of blackened steel connect to three flail heads that are each in the form of a black claw, the points of them extremely sharp.

The wielder of this Sword gains +1 To Hit and +1 To Wound, as well as Flaming Attacks. If he rolls a natural 6 when rolling To Wound, the attack is done with the Multiple Wounds (D3) special rule.

GAUNTLET OF IGNI

45 points

Magic Weapon This gauntlet was given by the fire god Igni to the princes of Ind. It burns with an everlasting flame that flickers onto its bearer’s weapons and scorches all who would dare attack its wearer. This flame can even be propelled towards a foe, causing spectacular results as the holy fire dances and storms around the enemy, trapping them in an attempt to protect he who is blessed by the fire god. Pata. If used with an Extra Attack, each Hit with this weapon inflicts an automatic Flaming Strength 4 Hit on the enemy in addition to the normal Hit. If used with Parry, every attack that hits the wearer in Close Combat causes the enemy model who struck the blow to suffer a Flaming Strength 4 hit. In addition, the wearer gains a 2+ Ward save against Flaming Attacks.

This flail gives the wielder +2 Strength in the first round of combat, and +1 Strength at other times. In addition, he gains Poisoned Attacks and the Armour Piercing special rule.

THE KAVACHA

50 points

Magic Armour The Kavacha was once the armour of Narak, but Cindra, the king of the gods, tricked Narak to give it to him, so that Urjana, Cindra's son born as a human on earth could slay him in the Kuryakshetra War. It is said that nothing can penetrate Kavacha, making the bearer all but untouchable. The Kavacha gives the wearer a 2+ armour save, which may be re-rolled. This save cannot be improved by any means.

GUARDIAN AMULET

45 points

Talisman This mysterious amulet was found many years ago in an ancient temple, most likely an artefact of Vaishna. It is a very powerful talisman that protects its wearer from harm. But its power isn't constant and will weaken from constant strain, sometimes to the wearer's demise. It has since passed from ruler to ruler, each hoping they will be protected by it long enough for them to vanquish their foes. The Guardian Amulet confers a 2+ Ward Save. Roll separately for every wound suffered. For every successful save you make, the Ward Save will weaken, so after one save it will be a 3+, after two saves a 4+ etc. 6‘s always saves the wound.

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HOLY CENSER

35 points

MASK OF GANESHAN

40 points

Arcane Item

Enchanted Item

Censers are an important part of the worship of the Indan gods – in the temples, they are used to spread the fragrant smell of incense throughout the whole room and send worshippers and zealots into holy euphoria as they feel the sacred essence of the gods flow through them. In battle, they are filled with enchanted wood and magical lotus flowers, and they can be used to invoke the gods’ deadliest powers.

This elephant-shaped mask bestows the power of Ganesha, god of luck and riches, onto the bearer. It gives its wearer unbelievable luck as attacks and effects that would usually harm them are dissipated, stop in mid-air or turn into small elephant-shaped coins, and failed attacks somehow swing back up and hit their mark.

When the bearer casts spells with Irresistible Force, he may ignore the roll on the miscast table on the D6 roll of 4+.

The wearer of this mask may re-roll failed rolls of 1 when rolling To Hit, To Wound, and when taking armour saves and Ward saves.

HOLY STANDARD OF THE DEVAS 100 points PRAYER BEADS

5 points

Magic Standard

Arcane Item These golden prayer beads can be used by the bearer to call upon the power of the gods to boost his magical abilities. By turning one of the beads on the necklace thrice and by calling out prayers to one of the gods for aid, the sorcerer’s magical abilities can be enhanced by the gods. Once use only. When attempting to cast a spell, a Guru may choose to use a Prayer Bead to add +1 to the total casting value. A Guru can buy as many of these as he wish as long as he has points available, and several Prayer Beads may be used for a single spell. In addition, Prayer Beads does not stop the Guru from taking another Arcane Item.

AMRITA, NECTAR OF THE GODS

75 points

Enchanted Item According to the legends of the Asuras, amrita is the substance stolen by the Devas from their beloved master, Vritra. The reason for this theft was the chance to obtain immortality and Godhood, something only bestowed upon by Vritra himself to his doting followers. This greatly angered the Titan, who, once his divine liquid was spirited away from him, became so enraged that he waged holy war against the Devas. His spite was so great that he determined to suck all the waters of the World, especially his lost amrita, so that no being could benefit anymore from the blessed, quenching liquid. If you told this story to a Deva, she would laugh in your face. To them, amrita is the nectar of the Gods, their source of nourishment and a refreshing break from the hardships of being divine. More than just ambrosia or soma, amrita is the sweet juice of creation, the etheric fuel for a God’s immortality. Gulping down a cup of this golden, intoxicating liquid grants amazing protective and regenerative abilities upon its holder. The bearer may drink from the Amrita up to 3 times during a battle, at the start of any phase. Every time he drinks from it, he regains 1 lost Wound and gains the Regeneration special rule until the start of his next turn.

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This standard was woven with strings is said to be blessed by every one of Ind’s vast collection of gods, washed in the sacred waters of the River Ganga, and intertwined with the finest gemstones and diamonds that could be found. It is a beacon for all the free peoples of the Kingdoms of Ind and reminds them of the glories they have achieved against the foul forces of Destruction. Its glittering patterns and shining brilliance dazzle the foe and inspire the warriors carrying it to amazing deeds of bravery. Carried only the bravest soldiers in a ruler's servitude, each man fighting under this banner would take upon themselves the role of dying for their lord in a challenge against any foe. All models in the unit carrying this banner are Stubborn and gains a 5+ Ward save.


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THE INDAN ARMY LIST The armies of Ind marshal to protect their lands and exercise their dominion over their neighbours. As commander of the Indan army, it is through your faith and leadership that the warriors of Ind stand fast in the heat of battle. This section of the book helps your turn your collection of Indan miniatures into an army of stalwart worshippers, ready for a tabletop battle. At the back of this section, you will also find a summary page, which lists every unit's characteristics profile, for quick and easy reference during your games of Warhammer.

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USING THE ARMY LIST

UNIT CATEGORIES

The army list is used alongside the 'Choosing an Army' section of the Warhammer rulebook to pick a force ready for battle. Over the following pages you will find an entry for each of the models in your army. These entries give you all of the gaming information that you need to shape your collection of models into the units that will form your army. Amongst other things, they will tell you what your models are equipped with, what options are available to them, and their points costs.

As described in the Warhammer rulebook, the units in the army list are organised into five categories: Lords, Heroes, Core Units, Special Units and Rare Units.

ARMY LIST ENTRIES Each army list entry contains all the information you need to choose and field that unit at a glance, using the following format:

RAJPUTS

4 points per model

Profile Rajput Mansabdar Unit Size: 10+

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7 Special Rules:  Warrior Caste

Equipment:  Hand weapon  Light armour

1.

Name. The name by which the unit or character is identified.

2.

Profiles. The characteristic profiles for the model(s) in each unit are provided as a reminder. Where several profiles are required these are also given, even if they are optional (such as unit champions).

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Troop Type Infantry Infantry

Options:  May upgrade one Rajput to a Mansabdar.…………………………..10 points  May upgrade one Rajput to a musician……………………………...10 points  May upgrade one Rajput to a standard bearer……………………….10 points  The entire unit may be armed with one of the following: - Patas…………………………………………………….2 points per model - Additional hand weapons…………………………………1 point per model  The entire unit may take shields…………………….……...1 point per model  The entire unit may be armed with chakrams……………..2 points per model

3.

Troop Type. Each entry specifies the troop type of its models (e.g. 'infantry, monstrous cavalry' and so on).

4.

Points value. Every miniature in the Warhammer range costs an amount of points that reflects how effective it is on the battlefield For example, a Rajput costs 4 points, whilst the powerful Lord Darahma costs a whopping 320 points!

5.

Unit Size. This specifies the minimum size for each unit, which is the smallest number of models needed to form that unit. In some cases units also have a maximum size, or can even comprise just a single model.

6.

Equipment. This is a list of the standard weapons and armour for that unit. The cost of these items is included in the basic points value.

7.

Special Rules. Many troops have special rules that are fully described earlier in this book or in the Warhammer rulebook. The names of these rules are listed here as a reminder.

8.

Options. This is a list of optional weapons and armour; mounts, magic items and other upgrades for units or characters, including the points cost for each particular option. Many unit entries include the option to upgrade a unit member to a champion, standard bearer or musician. Some units may carry a magic standard or take magic items at a further points cost.


LORDS DARAHMA, GOD-HERO OF IND Profile Darahma Equipment:  Hand weapon

320 points

M WS BS S T W I A Ld 4 6 5 5 5 3 6 4 9 Magic Items:  Kodandam  The Brahmastra Arrow

Special Rules:  Noble Caste  The Avatara

KARISHNA, THE CURRENT AVATARA Profile Karishna Equipment:  Hand weapon  Light armour

340 points

M WS BS S T W I A Ld 4 7 6 5 5 3 7 4 9 Magic Items:  Sudarshana Chakram

Troop Type Infantry (Special Character)

Special Rules:  Noble Caste  The Avatara

Troop Type Infantry (Special Character)

Magic:  Karishna is a Level 2 Wizard who uses spells from the Lore of Light, Lore of the Heavens or Lore of the Devas.

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LORDS MAHARAJAH

110 points

Profile Maharajah

M WS BS S T W I A Ld 4 5 5 4 4 3 5 3 9

Troop Type Infantry (Character)

Equipment:  Hand weapon  Light armour

Options:  May be armed with one of the following: - Additional hand weapon (unless mounted)………………….…………………….3 points - Morning star………………….…………………………………………………...3 points - Spear (mounted only)……………………………………………………………..3 points Special Rules: - Halberd……………………………………………………………………………6 points  Noble Caste - Great weapon……………………………………………………………………...6 points  Unswerving Loyalty - Pata (unless mounted)……………………………………………………………..6 points  May be armed with one of the following: - Bow………………………………………………………………………………..5 points - Javelin……………………………………………………………………………..5 points - Chakram…………………………………………………………………………...5 points  May upgrade light armour to heavy armour…………………………………………4 points  May take a shield…………………….………………………………………………3 points  May be mounted upon one of the following: - Warhorse…………………………………………………………………….…...18 points  May be upgraded to have barding……………………………………………...6 points - Throne Bearers…………………………………………………………………..35 points - Royal Chariot (displacing one of the crew)……………………………………...70 points - Royal Elephant (displacing one of the crew)………………………………………165 points  May take magic items up to a total of ……………………………………………100 points

ELDRITCH GURU Profile Eldritch Guru Equipment:  Hand weapon Special Rules:  Spiritual Leader

180 points M WS BS S T W I A Ld 4 3 3 3 4 3 3 1 8

Troop Type Infantry (Character)

Magic: Options: An Eldritch Guru is a  May be upgraded to Level 4 Wizard………………….35 points Level 3 Wizard who uses  May take magic items up to a total of ………………100 points spells from the Lore of Fire, Lore of the Heavens, Lore of Light, Lore of Life or Lore of the Devas.

CHARACTER MOUNTS Profile Warhorse Throne Bearers Royal Elephant

M WS BS S T W I A Ld 8 3 0 3 3 1 3 1 5 4 4 3 4 - - 4 4 6 3 0 5 6 5 2 4 6

Troop Type War Beast Monster

Special Rules:  Royal Elephant: Terror, Large Target, Impact Hits (D6+1), Thick-skinned, Stampede.

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LORDS BRAHMIR Profile Brahmir Equipment:  Hand weapon Special Rules:  Deva  Terror  Large Target  Creator

390 points M WS BS S T W I A Ld 6 5 5 6 6 5 6 4 9 Magic: A Brahmir is a Level 2 Wizard who uses spells from the Lore of Life.

Troop Type Monster (Character)

Options:  May be upgraded to Level 3 Wizard………………….35 points  May be upgraded to Level 4 Wizard………………….70 points  May take one Weapon of the Devas…...............no points limits

VAISHNA Profile Vaishna Equipment:  Hand weapon Special Rules:  Deva  Terror  Large Target  Preserver

425 points M WS BS S T W I A Ld 6 7 6 6 6 6 6 5 9 Magic: A Vaishna is a Level 1 Wizard who uses spells from the Lore of Light.

Troop Type Monster (Character)

Options:  May be upgraded to Level 2 Wizard………………….35 points  May take one Weapon of the Devas…...............no points limits

SHAIVI Profile Shaivi Equipment:  Hand weapon Special Rules:  Deva  Terror  Large Target  Destroyer

430 points M WS BS S T W I A Ld 8 9 6 6 6 5 9 6 9 Magic: A Shaivi is a Level 1 Wizard who uses spells from the Lore of Fire.

Troop Type Monster (Character)

Options:  May be upgraded to Level 2 Wizard………………….35 points  May take one Weapon of the Devas…...............no points limits

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HEROES URJANA, MASTER OF THE BOW Profile Urjana

165 points

M WS BS S T W I A Ld 4 5 6 4 4 2 6 3 8

Equipment: Magic Items:  Hand weapon  Gandvia  Kaustubha

Special Rules:  Noble Caste  Unswerving Loyalty  Sniper

Troop Type Infantry (Special Character, Rajah)

Options:  May be mounted upon a Royal Chariot (displacing one of the crew)……………………………………..................70 points

MHOGLI THE BEASTMASTER Profile Mhogli Sher Khana Equipment:  Hand weapon

220 points

M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 8 8 5 0 5 5 4 5 4 7 Magic Items:  Beast's Bane  Helmet of the Dark Beast

Mount:  Sher Khana

Troop Type Monstrous Cavalry (Special Character)

Special Rules:  Lowborn Caste  Fear  Beastmaster  Mighty Roar

PARASHURUMA, THE HOLY SLAYER Profile Parashuruma Equipment:  Bow

M WS BS S T W I A Ld 4 6 5 4 4 2 5 3 8 Magic Items:  Parashu of Shaivi

180 points Troop Type Infantry (Special Character)

Special Rules:  Warrior Caste  Hatred  Regeneration

BEASTMASTER Profile Beastmaster Tiger Panther Equipment:  Hand weapon Special Rules:  Lowborn Caste  Monsters & Handlers  Forest Strider  Beastmaster  Unleash the Beasts

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35 points M WS BS S T W I A Ld 5 4 4 4 4 2 4 2 8 8 5 0 5 4 2 4 2 6 9 4 0 4 4 2 5 3 6

Troop Type Infantry (Character) War Beast War Beast

Options:  May be armed with an additional hand weapon………………….………………….2 points  May be armed with one of the following: - Bow………………………………………………………………………………..5 points - Javelin……………………………………………………………………………..5 points  May be accompanied by up to 5 of the following: - Tiger……………………………………………………………………………...21 points - Panther…………………………………………………………………………...21 points  May take magic items up to a total of ……………………………………………..25 points


HEROES RAJAH

60 points

Profile Rajah Equipment:  Hand weapon  Light armour

M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 8 Special Rules:  Noble Caste  Unswerving Loyalty

ARMY BATTLE STANDARD One Rajah in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can have a magic banner (no points limit). A model carrying a magic standard cannot carry any other magic items.

Troop Type Infantry (Character)

Options:  May be armed with one of the following: - Additional hand weapon (unless mounted)………………………….2 points - Morning star………………….………………………………………2 points - Spear (mounted only)………………………………………………...2 points - Halberd……………………………………………………………….4 points - Great weapon………………………………………………………...4 points - Pata (unless mounted)………………………………………………..4 points  May be armed with one of the following: - Bow…………………………………………………………………..5 points - Javelin………………………………………………………………..5 points - Chakram……………………………………………………………...5 points  May upgrade light armour to heavy armour……………………………2 points  May take a shield…………………….…………………………………2 points  May be mounted upon one of the following: - Warhorse……………………………………………………………12 points  May be upgraded to have barding…………………………………4 points - Throne Bearers……………………………………………………...35 points - Royal Chariot (displacing one of the crew)………………………...70 points - Royal Elephant (displacing one of the crew)………………………..165 points  May take magic items up to a total of ………………………………...50 points

GURU Profile Guru Equipment:  Hand weapon Special Rules:  Spiritual Leader

75 points M WS BS S T W I A Ld 4 3 3 3 4 2 3 1 7

Troop Type Infantry (Character)

Magic: Options: A Guru is a Level 1  May be upgraded to Level 2 Wizard………………….35 points Wizard who uses spells  May take magic items up to a total of ………………..50 points from the Lore of Fire, Lore of the Heavens, Lore of Light, Lore of Life or Lore of the Devas.

VISHKANYA Profile Vishkanya Equipment:  Tw hand weapons Special Rules:  Always Strike First  Poisoned Attacks  Ward save (4+)  Scout  Hidden  A Killer not a Leader

110 points M WS BS S T W I A Ld 5 7 5 4 3 2 7 3 9

Troop Type Infantry (Character)

Options:  May be armed with one of the following: - Chakram…………………………………………………………………………5 points - Throwing weapon…………………………………………………………………………..2 points  May take magic items up to a total of ……………………………………………50 points

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CORE UNITS RAJPUTS

4 points per model

Profile Rajput Mansabdar Unit Size: 10+

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7 Special Rules:  Warrior Caste

Equipment:  Hand weapon  Light armour

Troop Type Infantry Infantry

Options:  May upgrade one Rajput to a Mansabdar.…………………………..10 points  May upgrade one Rajput to a musician……………………………...10 points  May upgrade one Rajput to a standard bearer……………………….10 points  The entire unit may be armed with one of the following: - Patas…………………………………………………….2 points per model - Additional hand weapons…………………………………1 point per model  The entire unit may take shields…………………….……...1 point per model  The entire unit may be armed with chakrams……………..2 points per model

MAHRATA ARCHERS Profile Maratha Havildar Unit Size: 10+

5 points per model M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 4 3 3 1 3 1 7

Special Rules:  Warrior Caste

Equipment:  Hand weapon  Bow

Troop Type Infantry Infantry

Options:  May upgrade one Maratha to a Havildar.……………………………10 points  May upgrade one Maratha to a musician……………………………10 points  May upgrade one Maratha to a standard bearer……………………..10 points

URUMI SWORDMEN Profile Urumi Swordsman Urumi Master Unit Size: 10+

6 points per model M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 7 4 4 3 3 3 1 4 2 7

Special Rules:  Warrior Caste

Equipment:  Urumi

Troop Type Infantry Infantry

Options:  May upgrade one Urumi Swordsman to a Urumi Master.…………..10 points  May upgrade one Urumi Swordsman to a musician………………...10 points  May upgrade one Urumi Swordsman to a standard bearer………….10 points  The entire unit may skirmish…………………………………………………free

PEASANT LEVY Profile Peasant Sepoy Unit Size: 20+ Equipment:  Spear

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3 points per model M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 5 4 2 2 3 3 1 3 2 5

Special Rules:  Lowborn Caste

Troop Type Infantry Infantry

Options:  May upgrade one Peasant to a Sepoy.……………………………….10 points  May upgrade one Peasant to a musician…………………………….10 points  The entire unit may be armed with one of the following: - Slings…………………………………………………….1 point per model - Javelins…………………………………………………..1 point per model  The entire unit may take shields…………………….……..½ point per model


CORE UNITS SOWAR HORSEMEN Profile Sowar Avar Warhorse Unit Size: 5+

14 points per model M WS BS S T W I A Ld 4 4 3 3 3 1 3 1 8 4 4 3 3 3 1 3 2 8 8 3 0 3 3 1 3 1 5

Special Rules:  Noble Caste

Equipment:  Hand weapon  Light armour  Shield

Troop Type Cavalry Cavalry -

Options:  May upgrade one Sowar to an Avar.………………………………...10 points  May upgrade one Sowar to a musician……………………………...10 points  May upgrade one Sowar to a standard bearer……………………….10 points - May take a magic standard worth up to…………………………..25 points  The entire unit may be armed with spears………………….1 point per model  The entire unit may be armed with one of the following: - Bows…………………………………………………….2 points per model - Javelins………………………………………………………1 point per model  The entire unit may be equipped with barding……………2 points per model

THUGEES

5 points per model

Profile Thuggee Phansigar Unit Size: 20+ Equipment:  Two hand weapons

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 1 7 Special Rules:  Lowborn Caste  Skirmishers

Troop Type Infantry Infantry

Options:  May upgrade one Peasant to a Sepoy.……………………………….10 points  May upgrade one Peasant to a Phansigar ………………………….10 points  The entire unit may be armed with chakrams……………..2 points per model

SNAKE SWARMS Profile Snake Swarm Fakir

35 points per base M WS BS S T W I A Ld 5 3 0 2 2 5 1 5 10 5 2 2 3 3 1 3 1 6

Troop Type Swarm Infantry

Note: Snake Swarms does not count towards the minimum percentage of Core Units you need to include in your army. Unit Size: 2+ bases & 1 Fakir

Special Rules:  Poisoned Attacks (Swarm only)  Forest Strider

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SPECIAL UNITS MAIDEN GUARD

9 points per model

Profile Maiden Guard Maiden Warden Unit Size: 10+ Equipment:  Two hand weapons  Light armour

M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 8 4 4 3 3 3 1 4 2 8 Special Rules:  Noble Caste  Stubborn

Troop Type Infantry Infantry

Options:  May upgrade one Maiden Guard to a Maiden Warden.……………..10 points  May upgrade one Maiden Guard to a musician……………………..10 points  May upgrade one Maiden Guard to a standard bearer………………10 points - May take a magic standard worth up to…………………………..50 points  The entire unit may take shields…………………….……...1 point per model  The entire unit may swap one hand weapon for halberds………………...free

HOLY WARRIORS Profile Holy Warrior Fearless One Unit Size: 10+ Equipment:  Great weapon  Heavy armour

12 points per model M WS BS S T W I A Ld 4 4 3 4 3 1 3 1 8 4 4 3 4 3 1 3 2 8

Special Rules:  Warrior Caste  Immune to Psychology  Magic Resistance (2)

Options:  May upgrade one Holy Warrior to a Fearless One………………….10 points  May upgrade one Holy Warrior to a musician………………………10 points  May upgrade one Holy Warrior to a standard bearer………………..10 points - May take a magic standard worth up to…………………………..25 points

ROYAL CHARIOTS Profile Royal Chariot Charioteer Warhorse

70 points per model M WS BS S T W I A Ld - 5 4 4 - - 4 3 3 - - 4 1 8 8 3 0 3 - - 3 1 -

Unit Size: 1-3 Crew: 3 Charioteers.

Troop Type Infantry Infantry

Equipment:  Hand weapon  Spear  Bow

Special Rules:  Noble Caste

Troop Type Chariot (Armour save 5+) -

Options:  The entire unit may take one of the following: - One extra Warhorse………...5 points per model - Two extra Warhorses……...10 points per model

Drawn by: 2 Warhorses.

BENGAL RIDERS Profile Bengal Rider Bengal Master Bengal Tiger Unit Size: 3+ Equipment:  Hand weapon

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41 points per model M WS BS S T W I A Ld 4 4 3 4 3 1 4 1 8 4 4 3 4 3 1 4 2 8 8 4 0 5 4 3 4 3 -

Special Rules:  Warrior Caste  Fear  Forest Striders  Devastating Charge (Bengal Tiger only)

Troop Type Monstrous Cavalry Monstrous Cavalry -

Options:  May upgrade one Bengal Rider to an Bengal Master.………………10 points  May upgrade one Bengal Rider to a musician………………………10 points  May upgrade one Bengal Rider to a standard bearer………………..10 points  The entire unit may be armed with one of the following: - Spears…………………………………………………….1 point per model - Great weapons…………………………………………..2 points per model - Javelins………………………………………………………1 point per model  The entire unit may take shields…………………….…….3 points per model


SPECIAL UNITS WAR ELEPHANTS Profile Mahout War Elephant Unit Size: 2+ Equipment:  Spear  Javelin  Bow

75 points per model M WS BS S T W I A Ld 4 3 3 3 3 1 2 1 7 6 3 0 5 5 4 2 3 5

Special Rules:  Warrior Caste  Fear  Impact Hits (D3+1)  Thick-skinned  Stampede

Troop Type Monstrous Cavalry -

Options:  The entire unit may be armed with any of the following: - Mahout Expert………………………………………….10 point per model - Armour Plates…………………………………………10 points per model - Spike Chain……………………………………………..15 point per model - Spiked Tusks…………………………………………..15 points per model  The entire unit may take one of the following: - One extra Mahout………………………………………..5 point per model - Two extra Mahouts……………………………………..10 point per model

VANARAS

10 points per model

Profile Vanara Monkey Paw Unit Size: 5+ Equipment:  Hand weapon  Blowpipe

M WS BS S T W I A Ld 5 3 3 3 3 1 5 1 6 5 3 3 3 3 1 5 2 6 Special Rules:  Skirmishers  Scouts  Forest Striders

Troop Type Infantry Infantry

Options:  May upgrade one Vanara to a Monkey Paw………………………...10 points  May upgrade one Vanara to a musician……………………………..10 points  The entire unit may be armed with additional hand weapons…………………………………………………….1 point per model

RAKSHASAS Profile Rakshasa Tigerclaw Unit Size: 5+ Equipment:  Two hand weapons

12 points per model M WS BS S T W I A Ld 6 4 0 4 4 1 4 1 7 6 4 0 4 4 1 4 2 7

Special Rules:  Skirmishers  Ambushers  Hatred  Forest Striders

Troop Type Infantry Infantry

Options:  May upgrade one Rakshasa to a Tigerclaw………………………….10 points  May upgrade one Rakshasa to a musician…………………………..10 points

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SPECIAL UNITS KALARATRI

12 points per model

Profile Kalaratri Dark Eye Unit Size: 5+

M WS BS S T W I A Ld 4 4 3 3 3 1 4 3 7 4 4 3 3 3 1 4 4 7 Special Rules:  Deva

Equipment:  Two hand weapons

Troop Type Infantry Infantry

Options:  May upgrade one Kalaratri to a Dark Eye.………………………….10 points  May upgrade one Kalaratri to a musician…………………………...10 points  May upgrade one Kalaratri to a standard bearer…………………….10 points - May take a magic standard worth up to…………………………..25 points

MARUTS

12 points per model

Profile Marut Storm Chaser Unit Size: 5+

M WS BS S T W I A Ld 4 4 0 4 4 1 1 1 7 4 4 0 4 4 1 1 2 7 Special Rules:  Deva

Equipment:  Hand weapon  Heavy armour  Shield

Troop Type Infantry Infantry

Options:  May upgrade one Marut to a Storm Chaser.………………………...10 points  May upgrade one Marut to a musician………………………………10 points  May upgrade one Marut to a standard bearer………………………..10 points - May take a magic standard worth up to…………………………..25 points

GARUDAS

14 points per model

Profile Garuda Blood Beak Unit Size: 5+

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M WS BS S T W I A Ld 4 4 0 4 3 1 5 2 7 4 4 0 4 3 1 5 3 7 Special Rules:  Deva  Fly

Troop Type Infantry Infantry

Options:  May upgrade one Garuda to a Blood Beak.…………………………10 points


RARE UNITS GANESHANS

53 points per model

Profile Ganeshan Tusk Breaker Unit Size: 3+ Equipment:  Hand weapon

M WS BS S T W I A Ld 6 4 0 4 5 3 3 4 8 6 4 0 4 5 3 3 5 8 Special Rules:  Deva  Impact Hits (1)  Fortune Finders

Troop Type Monstrous Infantry Monstrous Infantry

Options:  May upgrade one Ganeshan to a Tusk Breaker.…………………10 points  May upgrade one Ganeshan to a musician………………………10 points  May upgrade one Ganeshan to a standard bearer………………..10 points - May take a magic standard worth up to………………………50 points  The entire unit may be armed with one of the following: - Great weapons………………………………………8 points per model - Additional hand weapons……………………………3 points per model - Shields………………………………………………3 points per model

NAGAS

52 points per model

Profile Naga Venomtail Unit Size: 3+ Equipment:  Two hand weapons

M WS BS S T W I A Ld 7 4 4 4 4 3 5 4 8 7 4 4 4 4 3 5 5 8 Special Rules:  Deva  Poisoned Attacks  Scaly Skin (5+)  River Strider

Troop Type Monstrous Beast Monstrous Beast

Options:  May upgrade one Naga to a Venomtail.…………………………10 points  The entire unit may be armed with Snakeskin Bows….5 points per model

ROYAL ELEPHANT

165 points per model

Profile Royal Elephant Mahout Unit Size: 1 Crew: 3 Mahouts

M WS BS S T W I A Ld 6 3 0 5 6 5 2 4 6 4 4 3 3 3 1 2 1 8 Equipment (Mahouts):  Hand weapon  Spear  Javelin  Bow

Troop Type Monster -

Special Rules: Options:  Noble Caste  The War Elephant may be armed with any of the following:  Terror - Mahout Expert……………………15 point per model  Large Target - Armour Plates…………………...15 points per model  Impact Hits (D6+1) - Spike Chain………………………20 point per model  Thick-skinned - Spiked Tusks……………………20 points per model  Stampede - Giant Bow……………………….20 points per model  Howdah Crew - Small Cannon…………………...45 points per model

BASILISK

275 points per model

Profile Basilisk Beastmaster Unit Size: 1 Basilisk and 2 Beastmasters.

M WS BS S T W I A Ld 8 4 4 5 6 6 5 5 6 4 3 3 3 3 1 3 1 7 Equipment (Beastmaster):  Two hand weapons

Special Rules:  Terror  Large Target  Scaly Skin (4+)  Poisoned Attacks  Monsters and Handlers

Troop Type Monster    

Forest Strider Cold Blooded Aura of Vitriol Maleficent Gaze

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SUMMARY Page

Vanara

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MOUNTS

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Warhorse

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LORDS

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Brahmir

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Darahma

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Eldritch Guru

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Karishna

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Maharajah

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Shaivi

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HEROES

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Beastmaster

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Urjana

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Vishkanya

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Maratha

4

3

3

3

3

1

3

1

7

In

- Havildar

4

3

4

3

3

1

3

1

7

In

Peasant

4

2

2

3

3

1

3

1

5

In

- Sepoy

4

2

2

3

3

1

3

2

5

In

Rajput

4

3

3

3

3

1

3

1

7

In

- Mansabdar

4

3

3

3

3

1

3

2

7

In

Snake Swarm

5

3

0

2

2

5

1

5

10

Sw

- Fakir

5

2

2

3

3

1

3

1

6

-

Sowar

4

4

3

3

3

1

3

1

8

Ca

- Avar

4

4

3

3

3

1

3

2

8

Ca

- Warhorse

8

3

0

3

3

1

3

1

5

-

Thuggee

4

3

3

3

3

1

3

1

7

In

- Phansigar

4

3

3

3

3

1

3

1

7

In

Urumi Swordsman

4

4

3

3

3

1

4

1

7

In

- Urumi Master

4

4

3

3

3

1

4

2

7

In

SPECIAL UNITS

M

WS

BS

S

T

W

I

A

Ld

Type

Bengal Rider

4

4

3

4

3

1

4

1

8

MC

- Bengal Master

4

4

3

4

3

1

4

2

8

MC

- Bengal Tiger

8

4

0

5

4

3

4

3

-

-

Garuda

4

4

0

4

3

1

5

2

7

In

- Blood Beak

4

4

0

4

3

1

5

3

7

In

Holy Warrior

4

4

3

4

3

1

3

1

8

In

- Fearless One

4

4

3

4

3

1

3

2

8

In

Kalaratri

4

4

3

3

3

1

4

3

7

In

- Dark Eye

4

4

3

3

3

1

4

4

7

In

Mahout

4

3

3

3

3

1

2

1

7

MC

- War Elephant

6

3

0

5

5

4

2

3

5

-

Maiden Guard

4

4

3

3

3

1

4

1

8

In

- Maiden Warden

4

4

3

3

3

1

4

2

8

In

Marut

4

4

0

4

4

1

1

1

7

In

- Storm Chaser

4

4

0

4

4

1

1

2

7

In

Rakshasa

6

4

0

4

4

1

4

1

7

In

- Tigerclaw

6

4

0

4

4

1

4

2

7

In

Royal Chariot

-

-

-

5

4

4

-

-

-

Ch

- Charioteer

-

4

3

3

-

-

4

1

8

-

- Warhorse

8

3

0

3

-

-

3

1

-

-

82

Page

Page

Page

Page

Troop Type Key: In = Infantry, WB = War Beast, Ca = Cavalry, MI = Monstrous Infantry, MB = Monstrous Beast, MC = Monstrous Cavalry, Mo = Monster, Ch = Chariot, Sw = Swarms, Un = Unique, WM = War Machine.50x100mm


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KINGDOMS OF IND In the land of Ind, the Land of a Thousand Gods, the divine stalk the lands. All manner of deities, demi-gods and Devas meddle in the affair of mortals. The lands of Ind are rich and fertile, and ruled by aristocratic overlords from their gorgeous palaces. Yet the people are poor and superstitious, and revere a staggering array of gods and spirits, leaving offerings and saying prayers to them ceaselessly as they go about their day. A deeply spiritual land, its people may seem strangely content to outsiders, but it is just their odd way of dealing with the horrors of life and should not distract the traveller from the perils of this place.

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Inside you will find:  A Bestiary describing every unit, monster, hero and war machine in your army.  An army list to arrange your collection of miniatures into a battle-ready force.  A comprehensive section that details the Kingdoms of Ind, their culture and their history. Warhammer: Kingdoms of Ind is one of a series of supplements for Warhammer. Each book describes in detail an army, its history and its heroes.

Warhammer: Kingdoms of Ind  

A fan-made army book for the Kingdoms of Ind for use in Warhammer. For the latest updates, visit http://warhammerarmiesproject.blogspot.com...

Warhammer: Kingdoms of Ind  

A fan-made army book for the Kingdoms of Ind for use in Warhammer. For the latest updates, visit http://warhammerarmiesproject.blogspot.com...

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