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Subtitle: Dazh’s Hearth-Blades
Trigger: Recruit a unit of Dazh’s Hearth-Blades
Description:
"Until Dazh's last ride." - Kislevite saying which means "until the end of the world" and now the motto of the Hearth-blades
Dazh is the God of Fire and Sun and whose worship is primarily based within the cold, frigid lands of Kislev. It was Dazh who took the secret of flame from the sun and gave it to the ancient warrior chiefs of the tribesmen. Without Dazh's fire, the long winters of the north would be fatal, and tributes and prayers are regularly offered up to him. Every stanitsa may have a priest of Ursun, but every house displays a symbol of Dazh.
Dazh is a kindly God only by Kislevite standards. He is very much a prince — sometimes generous but above the people, and he is harsh to those who fail to live by his laws. He can be capricious: ruling over the sky is his chief concern, and he can only attend to the affairs of men when he has time. Sometimes, fires are lost to snows or the kindling runs out. Likewise, he travels to the other side of the world every year to pursue his winged love, leaving humans to survive as best they can.
With the disappearance of Ursun, the fall of the eternal winter and the appearance of demons in greater numbers, Dazh's fire is more important than ever, both in the figurative and very, very literal sense as chaos stirs in the north. However many amongst the cults of Ursun and Tor consider him to be the weakest of the Kislevite gods. (Of course, they don't say such things when the night is coming down, and the flint doesn't want to spark)
Orthodoxy internal politics aside, militarily speaking this has some grains of truth as the Cult of Dazh has no holy orders to call upon in this time of crisis. The cult does possess a lay order of lancers, called the Rota of the Dawn which are employed to guard Dazh's temples from raiding Kurgan and Beastmen as well as bodyguards to high-ranking members of the priesthood. But these Lancers are drawn from rotas based in the southern capital. Thus, these knights have a (mostly deserved) reputation for not knowing a great deal about survival in the oblast.
Thus the cult of Dazh had to found an entirely new warrior order for the first time in centuries, Dazh's Hearth-Blades, a knightly order who fight on foot using blades blessed by the Kislev God of Fire. Unlike the Rota of the Dawn, the Hearth-Blades draw their members directly from the harsher Northern Oblast where Dazh's worship is a matter of life and death, meaning that not only are the Hearth-blades more than familiar with survival in deadly climates, but are also fanatical worshipers of their patron deity.
Maybe a little too fanatical if the rumors of sacrificing young girls upon pyres during the summer solstice hold any water, although the cult continues to deny such claims...
https://warhammerfantasy.fandom.com/wiki/Dazh
https://warhammerfantasy.fandom.com/wiki/Cult_of_Dazh#Holy_Orders
Subtitle: sour milk
Trigger: Construct a Kvas stand (part of the tavern tree)
Description:
The word kvas translates as "sour milk" and is, after water, the most popular drink in Kislev. It is a drink that transcends the normal distinctions of class that hold sway over all other aspects of Kislevite society. Peasants drink it with gusto, and nobles prefer it to the weak southern wines and brandies brought by foreigners. Such is the Kislevite fondness for kvas, that it is used in almost every aspect of life, from cooking (where it serves as stock for many daily dishes) to medicine (where it is credited for saving many peasants from scurvy during times of famine). Its curative powers were also said to extend to colds, dropsy, fever, and diseases of the intestines, but whether this can be attributed to the kvas or the Kislevites' legendary constitution from drinking the stuff will likely never be known.
There are many recipes for kvas, each stanitsa claiming that it has the definitive recipe and that all others are "like drinking yellow snow," but in general, they have the same ingredients, just in different proportions. Kvas is made from malt, rye, or wheat flour and boiling water. This dense mass is blended until the village hetman declares it is ready; then it's put in a heated oven for a day and night. Afterwards, it is dissolved in water and left in a room for a few hours before being poured into wineskins. The strength of kvas varies from place to place (as does the flavour) for, as Kislevites are fond of saying, there are as many different types of kvas as grass on the steppe.
The Blazing Squealers first rose to prominence amongst Tzeentch’s favoured servants during the year 1310, when a series of mysterious earthquakes caused part of the Great Bastion to collapse. A truly colossal invasion ensued as scores of the battle-hungry Kurgan tribes that roamed the Eastern Steppes flooded into that rich and ancient empire.
Hordes of Chaos Warriors battled legions of terracotta automatons attempting to shore up the Great Wall with their own clay bodies, mutated War Mammoths gored and trampled whole regiments of one-horned Ogres, and in the skies above Daemon Princes duelled with bejewelled Gold Dragons.
It was the Pink Horrors who re-opened the breach, melting the terracotta automatons with gouts of eldritch energy. Their high-pitched squeals echoed all the way up to the legions of Cathay’s finest on the bastion’s ramparts, who dubbed them the Blazing Squealers.
With the breach re-opened, the hordes of Chaos poured into Cathay proper. Tzeentch’s servants, lead by the Blazing Squealers, mutated the verdant pastures into crystalline nightmares. The livestock were warped into unholy abominations, and the farmers met fates worse than death. The Cathayans ultimately blunted the invasion, but not before the Chaos horde had carved a bloody path into the heartland of the orient.
Bringers of Beguilement (Exalted Daemonettes of Slaanesh)
The Dark Prince dotes on the Bringers of Beguilement, for their sensual charms rival those of his own. They first came to Slaanesh’s attention when they stole into a camp of Khorne’s mortal warriors the night before they were to do battle with Slaanesh’s own.
From dusk till dawn moans echoed through the quiet moonlit night, and when the sun broke over the horizon it was said not one among Khorne’s number could walk. Slaanesh’s mortal servants marched into the camp with envy roaring in their hearts, and cut down the exhausted warriors without remorse.
The Daemonettes watched on, their hideous true forms laid bare for their former lovers to witness in their final moments. They laughed as they died, and laughed harder still as they spurned the advances of Slaanesh’s warriors, before disappearing back into the rapidly-retreating shadows.
Since that day they have won countless victories for their Dark Prince. Those they do not seduce, they enrage with their maddening beauty, inflaming the passions of warriors to such an extent that they make fools of themselves on the battlefield.
The Bringers of Beguilement long to bask in their master’s presence, but he has yet to grant them this boon. Though they are exalted in his eyes, it brings him great pleasure to see their wants unfulfilled, more so than any pleasure they could hope to offer him in his palace.
Festering Stooges (Exalted Plaguebearers of Nurgle)
The Festering Stooges gained Nurgle’s favour after successfully bringing his gifts to the Wood Elves of Laurelorn. The Elves rallied a heroic defence around the sacred waters known as the Verdant Pools, but Nurgle’s endless daemon hordes outlasted the contents of their quivers.
It was the Festering Stooges who reached the Verdant Pools first. The first of their number perished as a Starfire arrow ignited its pustulent form. The second and third met the same fate. But it was the fourth who successfully took one rotten step into the sparkling waters, before it too was struck down by an arrow through its lone eye.
The Plaguebearer fell into the pool with a wet splash, disgorging its virulent body fluids into the waters even as its soul was pulled back into the Realm of Chaos. More Plaguebearers followed suit to befoul the waters, and the Elves had no choice but to retreat.
It was a great victory for Nurgle, as he had been very interested to see how his latest contagions would fare against the supposedly incorruptible waters of the pools. He was not disappointed. The Festering Stooges were exalted for their victory, and slowly marched off to their patron’s next target. The Elves were able to reclaim the Verdant Pools, but never again could they sup from its waters, as to do so would mean a painful, lingering death.
Hellforged Host (Exalted Bloodletters of Khorne)
The Hellforged Host gained Khorne’s favour after a brutal defeat: a notion unheard of before or since. The Daemons were ambushed by Kislevites as they were crossing a frozen lake, their Bloodthirster general, Mal’gana, falling in seconds as dozens of frozen shards pierced his smoking form.
Mal’gana’s ignominious death drove Khorne into a berserker rage, for the Daemon had failed to spill even a single drop of blood before being banished back into the Realm of Chaos. Khorne was disgusted by such a pathetic display, and banished his soul to the Machina Daemonium. Even today Mal’gana resides there, his soul a play-thing for the daemonsmiths.
The Bloodletters under Mal’gana’s command did not perish so easily, however. They fought with all the rage of their patron deity, even as they were set upon from all sides by mortal warriors wielding blades of ice. Their hell-forged blades cut through flesh and ice alike, as each fallen Daemon’s blade melted holes in the frozen lake.
Cracks spread across the ice, and soon the whole lake broke into many segments, consigning the bulk of both armies to the frozen depths. The Bloodletters screamed with rage, dragging as many mortals down with them as they could, even as their maws filled with ice-water and their forms dematerialised.
Khorne was impressed. He ensured they rose again, exalted, and bearing hellforged arms and armour more befitting their favoured status. He also ensured they would fight under a general more worthy to lead them into battle...
Subtitle: Fall of the Druzhina Enclave
Trigger: Occupy Erengrad as Kostaltyn
Description:
The merchants of Erengrad formed into guilds some time ago and spent a long time trying to persuade the Tzar to recognise them and grant them privileges. Tzar Boris never did, as he had little time for merchants. Katarin, however, saw their potential as a power bloc that was not yet aligned to any nobles.
She granted them many of the privileges they wanted, as well as the title of druzhina to some of the guild masters, in return for direct service and loyalty to the Tzarina. The Tzarina has thus far kept her promises to the guilds, and through her efforts, they have greatly expanded their power within Erengrad. As one would expect from such shrewd plotting, the guilds have become quite loyal to Katarin, especially since their ascent has weakened the traditional nobility of Erengrad.
As these nobles had a reputation of fierce independence, their waning influence sees their former power falling into the hands who support the distant monarch. The boyars of the city are certainly not happy, but as yet, few talk of rebellion... that is, until recently. Boyar Elena Yevschenko, the young head of the oldest Gospodar family in the area, has begun fuming over the nobility’s loss of authority and has come up with a good plan to restore it.
In short, invite followers of the Great Orthodoxy (who had taken up residence in nearby Castle Alexandronov) into the city to... "free the city of heretical influence", as it were. Kostaltyn too had interests with the city, not only would gaining control over Kislev's largest port be a boon for the Orthodoxy and a massive blow to the Ice Court, but it would also a chance to take down the city's coven of witches at Frosthome.
Bolstered by the growing number of supporters for the Orthodoxy as well as the guarantee that Erengrad's Streltsi and citizenry would fight alongside Kostaltyn as there were many faithful in the city. Indeed when the forces of Castle Alexandronov did march on the city, they faced little to no resistance in the Northern half of the lower city and were able to walk in through the Northern gates with little resistance.
Meanwhile across the Lynsk, forces loyal to the Boyar's had managed to storm the Cannoneers’ Compound and armed themselves with handguns and cannon, taking control of the southern bank. However it is here that the luck of the Orthodoxy ran dry.
Once the Druzhina Enclave realized what was going on, they started mobilizing what forces they could and sending them into battle, the high city in particular turned into a killing field as pro-orthodox and ice court supporters battled it out in the street. The fiercest fighting being around Frosthome, the city temples and the various guildhalls. The harbor district fared little better as the Harbor Guard started commandeering merchant ships and harbor defense cannons to keep the Orthodoxy invaders at bay, with entire districts being leveled by the fighting.
Even though the Orthodoxy were gaining ground, eventually the bloodshed got too much even for Kostaltyn's taste and he'd call for a truce to negotiate terms. After two weeks of negotiations, those terms were decided. In exchange for the surrender of the city, the Orthodoxy leaders agreed that the Guild's would keep select privileges that they'd gotten under the Tzarina and (as much as Kostaltyn hated it) the Frosthome enclave would be left unharmed... if they repented their heretical ways and supported the Orthodoxy.
Not to say that all the Witches supported this, in fact, very few did but they had very little choice in the matter. Meanwhile Kostaltyn wasn't exactly fond of bringing "heretical Witches" into his army... however the advisor assured him that they were a "necessary evil" for darker things awaited them in the realms of chaos...
The ice witches were merely tools... ones that could be discarded when they were no longer useful.
Subtitle: the battle of Erengrad
Trigger: Occupy Erengrad as Tzarina Katarin
Description:
The merchants of Erengrad formed into guilds some time ago and spent a long time trying to persuade the Tzar to recognise them and grant them privileges. Tzar Boris never did, as he had little time for merchants. Katarin, however, saw their potential as a power bloc that was not yet aligned to any nobles.
She granted them many of the privileges they wanted, as well as the title of druzhina to some of the guild masters, in return for direct service and loyalty to the Tzarina. The Tzarina has thus far kept her promises to the guilds, and through her efforts, they have greatly expanded their power within Erengrad. As one would expect from such shrewd plotting, the guilds have become quite loyal to Katarin, especially since their ascent has weakened the traditional nobility of Erengrad.
As these nobles had a reputation of fierce independence, their waning influence sees their former power falling into the hands who support the distant monarch. The boyars of the city are certainly not happy, but as yet, few talk of rebellion... that is, until recently. Boyar Elena Yevschenko, the young head of the oldest Gospodar family in the area, has begun fuming over the nobility’s loss of authority and has come up with a good plan to restore it.
In short, invite followers of the Great Orthodoxy (who had taken up residence in nearby Castle Alexandronov) into the city to... "free the city of heretical influence", as it were. Bolstered by the growing number of supporters for the Orthodoxy as well as the guarantee that Erengrad's Streltsi and citizenry would fight alongside the rebels as there were many faithful in the city. Indeed when the forces of the Orthodoxy did march on the city, they faced little to no resistance in the Northern half of the lower city and were able to walk in through the Northern gates with little resistance.
Meanwhile across the Lynsk, forces loyal to the Boyar's had managed to storm the Cannoneers’ Compound and armed themselves with handguns and cannon, taking control of the southern bank. However it is here that the luck of the Orthodoxy ran dry.
Once the Druzhina Enclave realized what was going on, they started mobilizing what forces they could and sending them into battle, the high city in particular turned into a killing field as pro-orthodox and ice court supporters battled it out in the street. The fiercest fighting being around Frosthome, the city temples and the various guildhalls. The harbor district fared little better as the Harbor Guard started commandeering merchant ships and harbor defense cannons to keep the Orthodoxy invaders at bay, with entire districts being leveled by the fighting.
For almost weeks the supporters of the Tzarina held onto the city, but eventually the supporters of the Orthodoxy started gaining ground thanks to a constant stream of reinforcements from outside the city. Eventually the only areas of the city still in ice court hands were Frosthome and the Harbor, the rest having been taken by the Orthodoxy and Boyar's supporters. However two months after the first Orthodoxy fanatic walked through Erengrad's gates, the Tzarina arrived with a relief force from Kislev, cutting off Orthodoxy reinforcements and putting the besiegers under siege. It would take another three months until the city was fully liberated.
The Tzarina didn't fully believe that this was no 'mere' rebellion and that the influence of Chaos didn't play a part. Indeed the Akshina would have their hands full in the aftermath of the siege, rounding up the Boyar's and their supporters. Elena Yevschenko, whom would be enjoying the "hospitality" of the Tzarina's secret police until she confessed to having strange dreams prior to the uprising.
This was more than enough proof in the eyes of the Akshina who had her burned at the stake, along with anyone else who showed signs of chaotic taint.
Subtitle: the Erengrad Deception
Trigger: Occupy Erengrad as Kairos Fateweaver,
Description:
The merchants of Erengrad formed into guilds some time ago and spent a long time trying to persuade the Tzar to recognise them and grant them privileges. Tzar Boris never did, as he had little time for merchants. Katarin, however, saw their potential as a power bloc that was not yet aligned to any nobles.
She granted them many of the privileges they wanted, as well as the title of druzhina to some of the guild masters, in return for direct service and loyalty to the Tzarina. The Tzarina has thus far kept her promises to the guilds, and through her efforts, they have greatly expanded their power within Erengrad. As one would expect from such shrewd plotting, the guilds have become quite loyal to Katarin, especially since their ascent has weakened the traditional nobility of Erengrad.
As these nobles had a reputation of fierce independence, their waning influence sees their former power falling into the hands who support the distant monarch. The boyars of the city are certainly not happy, but as yet, few talk of rebellion... that is, until recently. Boyar Elena Yevschenko, the young head of the oldest Gospodar family in the area, has begun fuming over the nobility’s loss of authority and has come up with a good plan to restore it.
In short, invite followers of the Great Orthodoxy (who had taken up residence in nearby Castle Alexandronov) into the city to... "free the city of heretical influence", as it were. Bolstered by the growing number of supporters for the Orthodoxy as well as the guarantee that Erengrad's Streltsi and citizenry would fight alongside the rebels as there were many faithful in the city. Indeed when the forces of the Orthodoxy did march on the city, they faced little to no resistance in the Northern half of the lower city and were able to walk in through the Northern gates with little resistance.
Meanwhile across the Lynsk, forces loyal to the Boyar's had managed to storm the Cannoneers’ Compound and armed themselves with handguns and cannon, taking control of the southern bank. However it is here that the luck of the Orthodoxy ran dry.
Once the Druzhina Enclave realized what was going on, they started mobilizing what forces they could and sending them into battle, the high city in particular turned into a killing field as pro-orthodox and ice court supporters battled it out in the street. The fiercest fighting being around Frosthome, the city temples and the various guildhalls. The harbor district fared little better as the Harbor Guard started commandeering merchant ships and harbor defense cannons to keep the Orthodoxy invaders at bay, with entire districts being leveled by the fighting.
Just as planned...
What the Kislevites didn't realize was that the current reign of madness and bloodshed wasn't entirely a product of their own foolishness, but indeed the result of a long term scheme of Kairos Fateweaver. Boyar Elena Yevschenko and her supporters were but puppets upon a stage, ignorant of the true master of their fates.
Even as the fools slaughtered each other in the streets, cultist's of Tzeentch were already preparing a dread ritual to open a dimensional tear and allow the forces of chaos into the mortal world, the blood of the defenders being all the fuel that was needed for the ritual. By the time that the Kislevites discovered the deception it was far, far too late as Daemon's of chaos flooded the streets with Kairos Fateweaver at their head.
The Kislevites, despite being depleted from fighting each other would try and resist the demonic incursion, but Fateweaver had seen the outcome long before the first shot at been fired. They would fall, along with their city and be conquered in the name of Tzeentch.
Just. as. planned!
Subtitle: "Hallowed Woodlands" (or maybe "An Empire of Heartwood")
Trigger: Build a hallowed wood building
Description:
Kislev's vast forested plains make wood abundantly available to rural settlements in the frontier oblasts, who often use it for everything; from buildings and sleds to cutlery and statues of the Kislevite gods. Simple yet ingenious interlocking joinery means that nails aren't required when building, so construction is quite cheap and fast.
This is naturally a good thing since making all your buildings out of wood does have one drawback: fire, less because of flamability in the frozen conditions and more because it makes it easier for Norscan marauders to burn an entire village to the ground. So these rapid construction techniques are needed if a burned village is to quickly rebuilt, year after year, time and again.
Thankfully the forests are dense in Kislev, meaning that there is no shortage of wood. However certain hallowed sites contain the best heartwoods and trees said to be blessed by Ursun's urine. The wood from such forests are said to be as strong as stone and burn resistant, but they also hold a certain cultural and spiritual significance as well...
Subtitle: "Hallowed Weald"
Trigger: Build a hallowed Weald building
Description:
A denser and more primal verity of Hallowed Woodlands, where a myriad of minor spirits and the fabled hag witches make their homes. Such untamed wealds are protected by the acolytes of Mother Ostankya and their spirit allies from the incursions of beast-men, daemons, chaos worshippers and the fanatics of the Great Orthodoxy.
However, Mother Ostankya's acolytes often give leave to Kossars, Woodsmen and hunters to harvest the forest's bounty... so long as they heed their advice and mean no harm to Kislev that is. Stout heartwoods, fresh meat, rare herbs, the furs of animals and of course a sanctuary against the followers of the dark gods can all be found in these mystical forests.
Mother Ostankya herself is said to be an Ungol Hag Mother who is rumoured to live in Duklys Forest. The stories around her call Mother Ostankya a protector of the Motherland, and that only those who wish to harm the land need fear her.
While some dismiss her very existence as a local myth, Supreme Patriach Kostaltyn, leader of the still young Great Orthodoxy, had men search the forest for her hags. Although the witches remained elusive, enough witness testimonies, given under a "certain amount of duress", were gathered for the Supreme Patriarch to considered her a very real threat to the nation.
Unsurprisingly the Orthodoxy's attempts to find Mother Ostankya or their rampant logging of her forests to build more churches are not exactly endearing them towards her.
Subtitle: "The unflavoured prince, Part: I"
Trigger: Occupy Gerslev as Tzarina Katarin.
Description:
The sudden creation of the northern maelstrom had effected many nations and tribes as the world suddenly filled with daemon's and chaotic energies; with not even the chaos worshipping followers of the dark gods being spared.
The sudden appearance of a Vanaheimling warband in the Eastern Oblast was testimony to this, having been teleported all the way from the Vanaheim mountains in Norsca. However rather than see this as a disaster, the Vanaheimlings saw it as a "blessing from the chaos gods" and immediately started burning down local villages.
This was then compounded by the rebellion of the Roppsmenn in Praag, who then started sending out patrols into the Eastern Oblast to hunt down chaos worshippers and Ice Court loyalists alike. With the eastern lands now in turmoil, Katarin had no choice but to respond by rallying the Kossars and heading out to recapture and pacify the lands.
After defeating a horde of Norscans that foolishly tried advancing on the city of Kislev with nowhere near enough warriors to besiege it, Katarin moved to retake Gerslev which the Vanaheimlings were now squatting in. Although the ice queen held out help that at least some of the people of the town had survived, it was a vein hope since the Norscan's weren't known for their mercy.
Although the bitterness and hatred of the Vanaheimling's had been enflamed by the defeat of Gulbrandsen's horde, they had nowhere near enough warriors left to hold the town against a prolonged siege, let alone the magic of a Tzarina. Katarin would make sure that every chaos loving barbarian would find an icy end.
However after the town had been cleared, the Kislevites had discovered that not all of their countrymen had been sacrificed to the Dark gods. Indeed several days before the Norscan's arrived several Gryphon legionaries got there first and warned the townsfolk of the approaching danger, allowing the ruling Boyar, Irina Putortin, to organise an evacuation. Those that were to old or weak to flee instead took shelter in the local temple of Ursun where Streltsi and dismounted Gryphon legionaries. Amazingly enough, they had managed to survive, although only barely.
Katarin wanted to thank the commander of the legionaries and perhaps give them a commendation for saving so many lives and slaying so many Norscans... that is until she actually found out who their leader was.
"Hello sister, what took you so long?"
Prince Ivan Radinov, Commander of the Gryphon Legion and Katarin's "alleged" younger brother... a man that "shouldn't" exist...
-------------------------------------------------------------------------------
Title: Kislev
Subtitle: "The unflavoured prince, Part: II"
Trigger: Occupy Igerov as Tzarina Katarin (or possibly for exploring the Igerov province?)
Description:
On the way to Igerov, the Tzarina was given a chance to catch up with and scold her (alleged) younger brother for the recklessness back at the church in Gerslev. Despite being (alleged) brother and sister, the two rarely got to see each other.
While Katarin oversees Kislev with icy efficiency, Ivan spends most of his time on daring adventures. Officially he is the Cavalry Commander of the Gryphon Legion, but he rarely spends much time in their barracks headquarters. He prefers his freedom and dangerous lifestyle, only ever returning home when a real threat emerges and his beloved sister is in danger.
Which considering that half of the eastern Oblast was in rebellion and the other half overrun with chaos marauders right not, it was certainly an appropriate time for him to show up... even so it might have been best if he'd stayed in the shadows.
Ivan was a controversial figure in Kislev's court politics, since nobody can confirm his parentage and their father certainly didn't acknowledge him when he was still alive, effectively making him a bastard at best and a royal pretender at worst. Combine that with the Orthodoxy looking for any way to undermine Katarin's rule and you have a disaster waiting to happen.
Thus, Ivan does not officially exist... but that doesn't mean that he can't be useful.
"So let me get this straight, you tasked your secret lover - Yuri Barkov - to lead an expedition northward into the Chaos Waste in order to find what has become of, Ursun."
"Yes, that is correct."
"And you have not heard of him in months? But now you want me to lead a second expedition into the damned chaos wastes!?"
"Do you have a problem with that?" Katarin asked, the air around her getting colder.
Ivan merely shrugged "Not really your majesty, I just feel that I'd be more useful defending the home-front?" Katarin knew that he had a point, sending him north was a pretty big risk to take, especially with Kislev under siege. But in her heart she knew that Yuri was still alive...
Ivan, sensing his sisters distress, let out a sigh of resignation "I know how much he means to you Kat, but also how much your people need you right now..." Ivan said, putting one hand over her shoulder and the other over his heart as he made a solemn oath "... I swear to you that no matter what happens, I will bring Yuri home; of that, I guarantee."
After liberating Igerov together, the two would part ways; Katarin heading to Praag to put down the rebellion and Ivan north to find out what happened to Dervingard... after meeting up with an old ally of course...
-----------------------------------------------------------------------
Authors note: this is mostly fanfiction, although Prince Ivan Radinov is a (retconned) character in Kislev lore (why is why I use "alleged"). If I get some good feedback I might continue this.
https://warhammerfantasy.fandom.com/wiki/Ivan_Radinov
Subtitle: Baersonlings
Trigger: Construct frozen landing
Description:
The Baersonlings or Baerson, are a Norscan Tribe centred on the village of Vinnskor, noted for hair and beards of pale gold. They are rivals of the Aeslings. Those found guilty of cowardice, abandoning their kinsmen in the midst of battle, with no scars to be found on their bodies, are stripped naked, tied to the village gallows, and doused with water. By the next day, such criminals are frozen so solid that not even the ravens can make a meal of them.
Vinnskor is the village of the Baersonlings. Its narrow, stone-edged lanes fill with people at the crack of dawn - farmers and herdsmen trudging to tend the fields and shaggy cattle; women slogging their way to the mountain stream that winds its way past the village, using heavy hammers to crack the ice and ox-hide skins to gather water. Scrawny thralls are made to fell timber, their bodies barely covered by the mangy scraps of cloth and fur provided. Massive, axe-bearing warriors, meanwhile, prowl the village in wait for attacks by the neighboring Aeslings or worse, Prometheans, which are known to sometimes ransack the fishing villages of the Baersonlings.
Recently an entrepreneuring merchant from Grand Cathay has managed to strike up a trade deal with the Baersonlings, after getting lost on the way to Kislev and being unable to return home empty handed. The Baersonlings (surprisingly enough) were amused by this easterner and his funny words and rather than kill him, decided to play along. The Baersonlings didn't much care for the porcelain or spice that the merchant had brought with him as only soft southerners would be interested in it. But the spices were tasty as was the uncorrected food stock, but the real treasure was the salt that the merchant had brought which was worth it's weight in gold... literally.
The trader would return back to Grand Cathay with carts loaded down with ivory, whale oil and gold that had been plundered from nearby Kislev. However the real showpiece was the Frost Wyrm Skull that the Baersonlings gave as a parting gift, which would catch the eyes of more than a few nobles as a showpiece back in Cathay.
Subtitle: "Burning candles"
Trigger: Build a Tallow-keepers Guild building
Description:
Tallow is a hard fatty substance made from rendered animal fat, used in making candles, soap (As many tried and true adventures advocate, nothing beats a pound of soap for usefulness.), as well as used as Lubrication for machines and as an oil for greasing guns.
However it is the turning of tallow into candles which is most common in the icy lands of Kislev as the collecting and fashioning of tallow is important in a nation that spends many months in the dark. Unsurprisingly the Tallow-keepers guild is therefore the primary supplier of candles in Kislev and has close ties with the cult of Dazh, the god of fire.
Tallow candles burn fitfully and give off an acrid stench. Wax candles meanwhile might burn cleaner than tallow ones, and are sometimes scented; but this added feature usually increases the price by three or more times. For this reason most of the lower classes of Kislev have to make due with the locally made tallow candles, whilst the nobility are able to import and enjoy Wax candles imported from the Empire.
Legend has it, that there was an attempt by a previous Tzarina of Kislev to implement a Tallow-tax, however this tax proved so unpopular that it was repealed within two hours of it's implementation due to the risk of causing a revolution.
https://warhammerfantasy.fandom.com/wiki/Soap
https://warhammerfantasy.fandom.com/wiki/Candles?so=search
https://en.wikipedia.org/wiki/Tallow
Subtitle: "On The Wild Side"
Trigger: Build a animal den building
Description:
Kislev's cold forests are inhabited by many creatures with thick and durable coats. Small mammals such as ermine, fox, and squirrel are hunted as part of the booming fur trade. But the most prized fur is sable and Snow Leopard. Desired for its deep colors, softness and scarcity, it can fetch a princely sum when brought to market. It is so precious in fact that it can even be offered as taxes (this is known as Yasak). The only thing more valuable then the pelt of a Snow Leopard, is the live kittens of a Snow Leopard, taken from their parent's den by brave (or foolish) hunters.
However, there is no creature more important to the Kislevites than the Bear. He is more than just the symbol of the land, a God, and a king; his image is more than just a rallying figure for armies and proud citizens. The bear shares his life with the people of the oblast and shares their struggles. When winters are harsh, he goes hungry just as they do. When spring comes again, he takes his young to the river to play just as they do.
In summer’s bloom, he trains his young to hunt, and he hunts as well as any man. The only difference is that the bear hunts men, and men hunt the bear. Despite this, the bear is not an enemy so much as a healthy competitor. It is right to be wary of the bear and fight to drive him back to his own lands should he come out of the forest or caves—but so, too, will the bear fight to protect his home, and so, too, is he wary of the rifle, the blade, and the bow.
It is Kislevite tradition to hang furs and pelts from the very same caves and dens that once housed the bears that once supplied them. This is both a mark of respect and a warning to other hunters to watch out for any other bears that might take up residence in their cousin's former home.
https://warhammerfantasy.fandom.com/wiki/Bears
Subtitle: "The Kislev fur trade"
Trigger: Build a tanners guild building
Description:
Not only are Fur and leather a highly demanded resource in Kislev for the warm winter clothing that they can be turned into, but they are also prominent export of Kislev, with the nation being renowned for it's high quality despite the harsh winters. With paying customers both locally and abroad, the Tanners and Fur Guilds are quite wealthy and well connected amongst the nobility.
Kislevite leather is a particular form of bark-tanned cow leather. It is distinguished from other types of leather by a processing step that takes place after tanning, where oil is worked into the rear face of the leather. This produces a leather that is hard-wearing, flexible and resistant to water. The oil impregnation also deters insect damage. This leather is a major export good of Kislev because of its high quality, it's usefulness for a range of purposes, and the difficulty of replicating its manufacture elsewhere.
Fur however remains the most in demand item of the Tanners Guild and there are several methods for them to acquire fur pelts: yasak, purchase, confiscation, hunting expeditions, rare trade with Norscans, and much more recently, farming of the most valued fur-bearing animals. Kislevite furs have been used to make a wide range of products, with fur clothing being the most common. Clothing made from fur includes winter coats, hats, gloves, shawls, and boots.
Grand Citadel
The Grand Citadel is an imposing edifice that dominates the skyline of Kislev with its domed spires, each one topped with a statue representing a god of the Kislevite pantheon. Ursun’s dome, topped with the statue of a roaring bear, towers over the others.
The Grand Citadel was commissioned by Tzar Boris to commemorate the founding of the Great Orthodoxy: a unification of the widely divergent cults that existed previously. The Cults of Ursun, Tor, Salyak and Dazh each have their own dedicated places of worship that dominant most of the building’s interior. The remaining spaces are given over to the lesser-known cults that are not as widespread nor as influential throughout Kislevite culture.
Walking inside the building, worshippers only need look up to behold cassioned ceilings depicting legendary events from Kislev’s history, from the founding of the nation under the Khan-Queen Miska, to as recently as the Red Tzar’s taming of Urskin. Patriarchs of Dazh tend to their patron’s roaring hearths, while followers of Tor are likely to be found training beneath ice-cold water features.
Officially, the Great Orthodoxy answers to the reigning monarch of Kislev. This was without question when Tzar Boris held the throne. Unofficially, the Supreme Patriarch of the Cult of Ursun, Kostaltyn, has become the de facto leader of the Great Orthodoxy, and seeks to challenge Tzar Boris’ successor, his daughter Katarin, for the rulership of Kislev itself.
After an open confrontation in the palace gardens that resulted in daemons manifesting directly within the heart of the capital, the Supreme Patriarch was banished, and now rules the Great Orthodoxy from Castle Alexandronov. The Patriarchs that stayed at the Grand Citadel remain loyal to the Tzarina, or at least that is the impression they wish to maintain. Should Kostaltyn ever return, the Tzarina will discover where their true loyalties lie.
Machina Daemonium
Within the Machina Daemonium the war-smiths of Khorne forge the arms and armour of the Blood God’s legions. Flaming blades are quenched in the blood of the slain, profane armour is made from unholy fused masses of bone and metal, and tortured souls are rendered down into fuel for the Daemon Engines.
Daemons who have failed to shed blood for their master are sent here to be reforged into something more useful for the war effort. Skarbrand’s axes, Slaughter and Carnage, were forged here from the dying remnants of the two Bloodthirsters he bested. The mighty Warpmetal hulks that power the Soul Grinders are forged here, though they are shipped to the Forge of Souls for the final binding process.
The war-smiths have free reign to experiment on their subjects, for Khorne is ever eager to discover new methods to wage war. Some of their most recent inventions include gorestorm cannons capable of firing large gouts of boiling blood; chain-blades that rend and tear the foe, and the devastating molten rain launcher, which can unleash hell across an entire battlefield.
Fortunately for the mortal realm, the war-smiths have yet to discover a daemon strong enough to wield these latest inventions. Yet for every failed experiment, a dozen more Daemons remain shackled and bound for the next.
It is rumoured that within the Machina Daemonium there lies a weapon of untold power, fit only for the Blood God himself. Some even speculate that it is the Daemonium itself that is this weapon. No one knows what will happen when the cogs of the Daemonium will turn, but all agree that the lever to start the machine is within Khorne’s reach.
The Wrathgate
The gate towered before me, a screaming edifice of writhing faces cascading down the metal surface like blood. In its shadow stood the hated one. The defiler of my wife, the murderer of my family. My fists clenched. I could feel the blood between my fingers. I could see the blood still on his. He laughed, and I raged.
“Come, whelp,” the hated one said. “The Blood God has decreed that I must finish what I started. Let it be so.”
He cackled, and the Wrathgate cracked open the barest inch. An axe flew across the threshold, passing scant inches from the hated one’s scalp. I raised my hand, and felt the haft glide into my open palm. The hated one was not smiling anymore. I charged, closing the distance between us. He backed away, fear etched on his countenance.
“Not fair, this is not fair!” he cried.
“No, it isn’t,” I agreed.
I slammed the axe down, again and again, until my vengeance was satisfied. As I beheld the hated one’s ruined corpse, I waited for a sense of peace to wash over me, but the feeling did not come. Still, my blood boiled. Rage. Rage was all that I was. Rage was all that I had left.
So be it.
The Khadeium Paradox
The Khadeium Paradox is a magical maelstrom, not unlike the Great Vortex at Ulthuan’s heart, bound within a ring-like structure made of brass. Its metallic surface is covered in runes that glow red-hot as they strain to contain the energies within.
In the heart of the Paradox, the warrior-sages of Khorne work to unravel the arcane winds and bring about the end of all magic, utilising the same techniques used to create the Collars of Khorne, though on a much grander scale. When not at the Paradox, the warrior-sages hunt the Gold Dragons that dare to range out beyond the Great Bastion, drinking their heart’s blood to strengthen their mastery over the Winds of Magic.
Should they succeed in their mission, every wizard and witch will be rendered impotent. Every magical ward will fail. But so too will every Daemon be banished back to the Realms of Chaos, for they require the Winds of Magic to sustain themselves upon the mortal plain. Whether Khorne understands this, or whether he simply does not care, is of no concern to the warrior-sages. They are the wisest of Khorne’s mortal servants, and know better than to question their master’s motives.
The Pandemournium
The Dark Prince, with his honeyed words,
Stirs our hearts and inflames our spirits,
To seek out every pain and every pleasure,
To indulge in every bloody excess.
Yet each moment of ecstasy,
Whether the caress of flesh,
Or the song of steel,
Brings only a fleeting reprieve.
A score of stolen souls,
Countless sullied virtues,
A legion of the vanquished,
All naught but evanescent trifles.
My ecstasy so quickly becomes misery,
I have sought every pain and every pleasure,
And I can come to but one inevitable conclusion:
-Limahller’s final soliloquy, moments before mutating into a Chaos Spawn.
Symposium of Change
Ask them no questions, lest they deign to answer. Nine times nine are the distorted truths that they shall tell, and madness will be their only reply. Illusion dances about the winged daemons in the Symposium of Change, for they hold the power of deceit as sacred above all, never revealing their true intent to anyone.
Such is the convocation's all-consuming need to tear down truth and displace justice with disorder that they will go to great lengths to confound and undermine the cities and metropolises of the mortal realms. This is done through dissembling whispers, secret rituals and obfuscatory vandalism, but when the time of the daemon waxes nigh, it is achieved through large-scale invasions. With their master, Kairos Fateweaver, at their head, the notion of abiding stability and order is proven to be the greatest lie of all.
Subtitle: Armadas of the Damned
Trigger: Construct a Hell-port
Description:
There are two types of Chaos Fleet: a Plaguefleet, which combines ships of the four major Chaos Powers, Khorne, Slaanesh, Tzeentch and Nurgle; and an experienced Chaos Champion's fleet, aligned to a single Chaos Power.
Within the Sea of Chaos, Chaos Fleets constantly fight one another to gain superiority. The overall winner of these bloody battles often leads the surviving vessels to ravage the Known World, combining the remaining ships into an awesome Plaguefleet against which none can stand.
A Plaguefleet is very different from any other nation's fleet. Where other races usually have a few Men O' War chosen from a small range, a Plaguefleet has a much larger number of Men O' War, all very different from one another.
Each Man O' War in a Plaguefleet reflects the warped nature of its patron Chaos Power. Bloodship, for instance, are well suited to bloody boarding actions, while Great Winged Terrors are magical vessels that float above the waves. This makes a Plaguefleet a very difficult foe, as it has a wide range of tactical options available at any point in the battle.
In the End Times, Gutrot Spume commanded a plague fleet.
It is sometimes the case that a fleet of a single Chaos Power sails forth from the Sea of Chaos. Such a fleet is usually commanded by an experienced Chaos Lord, who either scorns the other Chaos Powers and who will fight them as readily as anyone else, or has been rewarded with a complete fleet largely loyal to one Power.
When a Chaos Lord can no longer find an equal in the Seas of Chaos, he may sail forth to do battle with the fleets of the Known World. Such a warrior will command a fleet loyal to his patron Power, be that Khorne, Slaanesh, Tzeentch or Nurgle.
https://warhammerfantasy.fandom.com/wiki/Chaos_Fleets