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KINGDOMS OF IND

By Mathias Eliasson

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CONTENS
INTRODUCTION.................................................... 7 Bengal Riders ............................................................. 48
THE LAND OF A THOUSAND GODS......... 9 Vanaras ...................................................................... 49
The Indans ................................................................. 10 Rakshasas ................................................................... 50
History of Ind............................................................. 14 Kalaratri ..................................................................... 51
Timeline of Ind .......................................................... 23 Maruts ........................................................................ 52
Map of the Kingdoms of Ind...................................... 24 Garudas ...................................................................... 53
The Kingdoms of Ind ................................................. 25 Ganeshans .................................................................. 54
THE ARMY OF THE DEVAS........................... 31 Nagas ......................................................................... 55
War Elephants ............................................................ 56
Army Special Rules ................................................... 32
Basilisk....................................................................... 58
Maharajahs................................................................. 33
Lord Darahma ............................................................ 59
Gurus ......................................................................... 34
Karishna ..................................................................... 60
Vishkanya .................................................................. 35
Urjana......................................................................... 61
Beastmasters .............................................................. 36
Mhogli the Beastmaster ............................................. 62
Brahmir the Creator ................................................... 37
Parashuruma ............................................................... 63
Vaishna the Preserver ................................................ 38
Lore of the Devas ....................................................... 64
Shaivi the Destroyer .................................................. 39
Weapons of the Devas ................................................ 65
Indan Infantry ............................................................ 40
Sacred Relics of Ind ................................................... 66
Indan Cavalry ............................................................ 41
Peasant Levies ........................................................... 43
THE INDAN ARMY LIST .................................. 69
Snake Swarms............................................................ 43 Lords .......................................................................... 71
Thugees ...................................................................... 44 Heroes ........................................................................ 74
Maiden Guard ............................................................ 45 Core Units .................................................................. 76
Holy Warriors ............................................................ 46 Special Units .............................................................. 78
Royal Chariots ........................................................... 47 Rare Units .................................................................. 81
SUMMARY .............................................................. 82

Compiled, Edited and Partly Written by: Cover Art: Craig Mullins
Mathias Eliasson

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 ®, TM and/or © Copyright Games Workshop Ltd 2000-
2013, 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?  The Army of the Devas. Each and every troop type
In the land of Ind, the Land of a Thousand Gods, the in the Indan army is examined here. You will find a
divine stalk the lands. All manner of deities, demi-gods full description of the unit, alongside the complete
and Devas meddle in the affair of mortals. The lands of rules for any special abilities or options they
Ind are rich and fertile, and ruled by aristocratic possess. This section also includes the Sacred Relics
overlords from their gorgeous palaces. Yet the people of Ind – magical artefacts that are unique to the
are poor and superstitious, and revere a staggering army – along with rules to use them in your games.
array of gods and spirits, leaving offerings and saying
prayers to them ceaselessly as they go about their day.  The Indan Army List. The army list takes all of the
characters, warriors, monsters and war machines
The armies of Ind are truly resplendent when they from the Army of the Devas section and arranges
march to war. Thousands of soldiers marching under them so that you can choose an army for your
the banner of the Maharajahs are accompanied by the games. Units are classed as characters (Lords or
Devas themselves, as well as many of the mysterious Heroes), Core, Special or Rare, and can be taken in
beasts of the jungle. different quantities depending on the size of the
game you are playing.
HOW THIS BOOK WORKS
Warhammer army books are split into sections, each of FIND OUT MORE
which deals with different aspects of the titular army. While Warhammer: Kingdoms of Ind contains
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
 The Land of a Thousand Gods. This section other books in the series and the latest rules updates,
introduces the Indans and their part in the visit:
Warhammer world. It includes their society and
history. You will also find information the www.warhammerarmiesproject.blogspot.com
Kingdoms of Ind, the Land of a Thousand Gods.

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8
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 THE CASTE SYSTEM
divine stalk the lands. All manner of deities, demi-gods The Kingdoms of Ind have a deeply stratified society.
and Devas meddle in the affair of mortals. The lands of They are all monarchies with considerable disparities
Ind are rich and fertile, and ruled by aristocratic in wealth and comfort of living among the different
overlords from their gorgeous palaces. Yet the people classes; in any city one can find extreme poverty and
are poor and superstitious, and revere a staggering extreme opulence. A rigid class structure divides the
array of gods and spirits, leaving offerings and saying people into four castes, plus the untouchables who are
prayers to them ceaselessly as they go about their day. outside and below the castes proper. These four castes
A deeply spiritual land, its people may seem strangely represent the societal order in the Kingdoms of Ind, the
content to outsiders, but it is just their odd way of class every civilized human being is born into.
dealing with the horrors of life and should not distract
the traveller from the perils of this place. Caste is seen as a product of one’s karma, or actions in
a past life; thus it is extremely difficult, though not
A favoured destination for spice merchants from all impossible, for a person to be elevated to a higher caste
across the world, who eagerly travel here to buy rare in their life time; it is also possible – but requires
and valued herbs, it can be difficult to understand the extreme violations of taboos – for a person to be
customs of the locals. In fact, doing something as demoted to a lower caste within their own lifetime; but
simple as crossing a bridge the wrong way, or eating the vast majority of humans in the Kingdoms of Ind are
meat can stir up the ire of the locals in some places, born into a caste and die in the same caste.
bringing down swift retribution upon the confused
traveller. The gods of Ind are also a puzzling lot, and The highest caste is the Brahmins, the shamans of the
travellers are advised to smile politely and nod, as a Devas – the deities of Ind. The Brahmins, as
local offer up prays to his mouse or weevil deity. 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
ceremonies, observances, sacrifices, and prayers are
wholly within the Brahmins’ domain.
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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 single deity. They certainly do not deny the existence
agreements, regulating internal disputes or arguments of the multiplicity of gods. A few, however, are
with other clans, making certain that its members devotees of a specific god or goddess that they hold in
maintain good relations with the law and fealty to the higher esteem than all others, and turn to more often.
Rajah, and that social taboos are not violated. They For the average human of the Kingdoms of Ind, divine
have such social power that a clan can even sell one of worship is a more pragmatic thing, offering prayers and
its members into slavery for non-payment of debts. ritual to gods based on their necessities of the moment
Being expelled from one’s clan is an extremely serious and the specialties those gods are said to manage.
problem for any Indan, as that person no longer has a
vital support network in which to operate in society. There is some regional variance as to which of the
Sometimes, a clan may also choose to adopt someone, major gods hold the most prominence in a given
by marriage or declaration, into the family. country. In general, while every major god will have
temples and shrines in every city of Ind, there are two
THE WORSHIP OF THE DEVAS broad categories of which gods have principality in a
It is said that there are over thousand gods in Ind, and given land: there are the faithful who hold Vaishna
almost all of these are relatively minor deities, above all others and those who hold Shaivi above all
essentially unknown to the majority of the inhabitants. others. In the lands where Vaishna is most prominent,
Some say this is more of a metaphorical idea than a the gods associated most closely with him; Brahmir
real count; suggesting that everyone has their own and Darahma (and Hanuman), are given pre-eminence.
personal deity that represents their connection to the In the lands where Shaivi is most prominent, his
divine. spiritual family of gods - Sarvati, Kali-ma, Durda,
Ganeshan, and Murugan - are given pre-eminence.
Even so, there are dozens or hundreds of gods that are
worshiped at different times and in different regions of The old gods of nature, of whom Cindra the god of sky
Ind, and a long list of more significant gods that are and thunder is the greatest, are worshiped everywhere
worshiped regularly and in all the human lands. Indans but are especially venerated by the more barbaric
generally do not limit themselves to the worship of a tribes; other “old gods” include Igni, Chandra, Prithvi,
Syrua, and Varuna.
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In any of the lands that are situated upon one of the CONTACT WITH THE OLD
holy rivers, these rivers are also worshiped as
goddesses, and sources of life itself, as they often
WORLD
literally are, for the locals. Apart from the occasional spice merchant from the
Empire, it is unlikely that an Old Worlder will ever
The chief goal of the pantheon is to protect Ind and its come into contact with the Indans. Most Indan trade,
people from the incursions of the daemons of the such as it is, is conducted with Cathay and Araby. It is
universe. While the gods may disagree among from Cathay that the first cannons were purchased, the
themselves about the best way to carry out this only gunpowder weapons present in Ind, and their use
protection, they are united in this goal. is restricted to members of the upper caste only. Elven
travellers are not an uncommon sight in the east of Ind,
The worshippers of the Devas feel a kinship with other however. The other exception is a small trading colony
worshippers, no matter which god they have chosen. of Marienburgers who occupy a small island off the
Few, if any, Indans actively worship the entire south coast. Their presence is tolerated most of the
pantheon. Members of the same family may worship a time, though it has not been unknown for the
diversity of gods, but feel that they are all united. Marienburgers and Indans 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.
Among the Indans, the system known as dharma is Hungry Ogres sometimes wander down from the
important. Dharma is the duties and obligations, the Mountains of Mourn, seeking employment as
actions that one does. These duties vary, depending on mercenaries at best, and Indans for food at worst.
the god worshipped, but all actions taken are important, Chaos Dwarf slave parties are also not unheard of,
more important than the specific teachings of a along with Hobgoblin raids and the occasional ruffle
particular god. The belief in dharma is the belief that with Lizardmen from the Dragon Isles. From the
correctly performing required rituals is a good in itself. northeast, the Kingdoms of Ind faces the Cathayans,
and though relations are mostly peaceful now, it has
The specific actions themselves are referred to as not always been thus. Directly to the east, connected
karma. The accumulation of these actions throughout only by a small strip of land, are the Hinterlands of
one’s life determines what ultimately happens to the Khuresh, home of Chaos Naga, Forest Goblins,
soul. After death, the soul may be reincarnated, Skaven, and other vile creatures. Though they rarely
depending on the deeds done in life. The ultimate goal move as far west as Ind, they are still a constant threat
of the soul in this system is moksha, personal salvation to the eastern kingdoms.
or liberation from the cycle of birth, death, and rebirth.

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13
HISTORY OF IND
THE CREATION OF THE WORLD their own. Similarly, the ascetics of the mountains
According to the Indans, the pantheon of Indan deities, refused to obey the Maharajah’s mad edicts and
known as the Deva, came to Ind thousands of years withdrew into their alpine fortresses, effectively
ago. After Brahmir created the world and all that is in removing the Mountains of Heaven from the empire’s
it, he largely left it to its own devices. domain. Undaunted by this drastic reduction of his
domain, Abrahsarpa grasped at higher authority than
Vaishna, Lord of the Universe, saw that the fairest land the deities allow mortals to have and angered Cindra as
of all Brahmir’s creation was Ind. The people’s hearts well as the spirits of his ancestors. Forming a pact with
were open to him and his consort, Likshma. The first the evil Asura, the daemonic adversaries of the Deva,
crude temple that was built in all the land was Abrahsarpa sold his soul to Vratri, the leader of the
dedicated to the worship of Vaishna. This temple still Asura, in return for more power. This made him
stands today, somewhere in the heart of the Land of a undergo a horrible mutation, emerging as a vile
Thousand Gods, protected from harm by Vaishna snakelike being, just like the cruel god he now served.
himself.
The Maharajah’s closest Brahmins and advisors
When Vaishna drew near to Ind and bestowed his likewise took on his abomination form, while the other
blessings upon it, the attention of other gods was drawn nobles of the kingdom gained but one serpentine
to the land as well. Those gods who were companions feature – a snakelike head, or snakes for arms, or some
or allies of Vaishna saw the wisdom of protecting the other deformation. The common people of the kingdom
beauty and riches, both spiritual and material, of Ind. retained their human shape, but they grew scales, or
The Asura, opponents of the Lord of the Universe saw their eyes turned yellow and their pupils slit, or their
the opportunity to foul Vaishna’s plans. They were tongues became long and forked.
moved by the attractions of the land as well, gaining
followers among its people. Abrahsarpa, now Vratri in physical form, used his
powers to summon vast hordes of hideous, twisted
Asuras, daemons with perverted spirits from the other-
THE FIRST KINGDOM realm, to destroy the other Kingdoms of Ind that had
Over 4500 years ago, in a younger age, a great human deserted him and refused to bow down to his might.
kingdom flourished in the land that was then called With his untold minions, he sowed chaos and
Mahanaga. The capital city, which gave its name to the destruction upon the land, forcing the Devas
surrounding land and the kingdom itself, was a themselves to intervene.
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
14
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 Cindra’s unerring gaze found a
weak spot deep within the folds of Vratri’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 knew 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 In the year 440, a mighty Prince from Luccini had
amassed a large army, and set about conquering the
For many hundreds of years, Vratri and the Devas
world for himself after the collapse of the Myrmidian
battled for control across every part of existence—the
Empire. But rather than conquering Tilea, he moved
oceans, time, art, love and the very hearts of mortals.
out to unknown lands, eager for adventure. Crossing
Many Devas fell, defeated in the bloodiest of battles.
the World's Edge Mountains, he moved across the Dark
The, beat them into submission through ingenuity and
Lands along the Spice Route with relatively little
martial prowess. It was obvious when Vratri gained the
opposition. He was determined to march to the end of
upper hand; unprecedented sorrow rose from a famine,
the world if he had to, in order to find a land worthy of
moral bankruptcy haunted those living near dried
conquering, of the likes no one in the Old World had
riverbeds, men lacked the will to act in an honourable
ever seen before.
manner and the land itself shrivelled beneath their feet.
Invaders and occupiers took crops and women, forever
The Tilean army's march to the world's end stopped in
changing the culture the Devas worked so hard to
Ind. Though they were initially successful in driving
protect.
back the Indans who had never faces the tactics of the
large pike formation of the Tileans, Alessandro's
In a last-ditch effort, the goddess Sarvati visited the
conquest would soon come to a halt. Weary of constant
Maharajahs of the other kingdoms, inspiring them to
campaigning after two years, and many thousands of
rise against the Asura. She also sought to inspire the
miles from their homeland, part of Alessandro's army
few Devas that had lost hope, after having been
mutinied. Alessandro tried his charismatic best to
defeated so soundly by the Enveloper that they had
cajole and goad them on, him they would not march
begun to look towards their successors and children to
onwards. Snakes, humidity, disease, and the
take their place in battle.
increasingly savage defence of the Indans finally broke
their will. A recent assault at Satigala had resulted in a
The mortals gained independence, but not without
high number of deaths, and many more wounded.
extreme sacrifice. The Devas were emboldened by the
actions of their followers, and Kali-ma drew first blood
The Tileans were further agitated by news of yet
with Ganeshan’s blessing behind her swing. With the
another huge Indan army waiting for them across the
armies of Man behind them, the Devas fought back,
Ganga River. The news that the enemy was preparing
until they faced off against the Asuras and Vratri in one
to unleash hundreds of war elephants against them
final, titanic battle. The fighting lasted for days, with
caused unprecedented anxiety. Alessandro shrugged
blood flowing as so fill a smaller river. The Indans
off this talk as just rumours and pointed out that the
were losing heart in the face of the seemingly
Tileans had already defeated one elephant army
innumerable hordes of Asuras, and thoughts of doubt
soundly, and with their new found experience would
crept into their minds. It was then that Cindra, king of
defeat the next.
15
Alessandro did not seem to realise what real dangers The Tileans turned back and Alessandro cut a bloody
lay ahead to the east, for the Indans were as powerful swath of reprisal against the isolated cities, sacking and
as the rumours stated. Led by Maharajah Porusati, the pillaging his way out of Ind, leaving only a few
Indans and Tileans met in a huge battle at Ganga River. soldiers to behind to govern his holding, hoping to one
The Indans sent in their cavalry and chariots that at day return with another army. But once Alessandro had
first fought unsupported, but later on the elephants marched home, the Indans fermented a resistance
charged. The infantry were seemingly left behind and movement that soon grew strong enough to overthrow
forgotten, only to be pushed into a massed mob and Alexander's governors and re-established their old
trodden through by their own beasts. The infantry were Kingdoms. What became of Alessandro is uncertain.
more or less subservient to the lords on their elephants Some say he returned to Tilea, but was unable to raise
and chariots, and seemed to only become a factor in the the money for a new army, and lived out a quiet life in
pursuits of broken enemies. When the battle was infamy. Others say that he died on the way back from
pushed to the infantry line, the infantry gave way his injury, though yet a third rumour say that he
before the lords riding on elephants and huge chariots marched to the Border Princes where he made a small
rather than even strike their superiors. The stubborn Princedom for himself.
defence of Alessandro's pikemen against the elephant
assault demoralised the Indan troops, unaccustomed as For the Indans, this was the first contact with the Old
they were of enemies breaking the traditional rules of World. However, it would take more than a thousand
formal battler. years until any other Old Worlders would set foot here,
with but a faint rumour to suggest there even was a
Though Alessandro did manage to snatch victory from nation there until then. When news of the Land of a
the jaws of defeat, the cost had been too high. Most of Thousand Gods finally reached the ears of Tileans,
his army was wounded or dead and the rest were Imperials and Bretonnians alike, merchants and
refusing to move forward. Alessandro's himself had explorers set out to seek it out for themselves, eager to
gotten wounded in combat against Maharajah Porusati, see what knowledge and treasure such an endeavour
pierced by a javelin through his upper thigh. He would bring. While it may have started with war,
realised he now had no chance of conquering the rest of Alessandro's would-be conquest would eventually lead
Ind. It was time to return home. to the prosperous trade relationship Ind have with the
other nations today.

16
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 battle decked in armour, black as night, made of the
Lakshmana accompanied him on his exile. strongest steel. He and Darahma stood facing each
other on the battlefield, Narava in his mighty chariot
One day Darahma and Lakshmana wounded an Asura and Darahma in a chariot granted to him by
Daemon who tried to seduce Darahma, before manging Cindra. They charged at each other, bows
to escape. She returned to her master Narava, the ten- strung. Narava with his twenty arms was shooting
headed ruler of Lanka. In retaliation, Narava devised a eight bows at a time, while Darahma shot his golden
plan to abduct Sitra and sacrifice her in revenge, a first bow. Narava shot thousands of arrows but none of
step towards conquering the Kingdom of Kosala. He them pierced Darahma, and the whole time Darahma
sent one of his daemons disguised as a magical golden was selecting his shots, shooting down Narava's arrows
deer to entice Sitra. To please her, Darahma and and managing to sever Narava's heads. But as each
Lakshmana went to hunt the deer down. Before they head was cut off another would grow back in its
did though, they drew a protective circle around Sitra place. When both saw that ordinary bows and arrows
and told her that she would be safe for as long as she were not working, they turned to the mighty astras and
did not step outside the circle. After Darahma and mantras. First Darahma put a fire mantra on his arrows
Lakshmana left, Narava appeared as a holy man and sent them raining down on Narava, like a volcano
begging alms. The moment Sitra stepped outside the pouring from above. Narava saw this and used his own
circle to give him food, Narava grabbed her and carried rain mantra, bringing rain clouds which poured down
her to his kingdom in Lanka. like a flood putting out the fire arrows. Darahma then
called upon a wind astra, in which the winds came and
Darahma then sought the help of a band of Vanaras removed all the rain clouds from the sky. Narava, in
that offered to help him find Sitra. Hanuman, the leader turn, fired an earth astra into the ground, bringing up
of the Vanaras, cast a spell to allow him to fly. He flew mountains to block the winds from moving the
to Lanka and, finding Sitra in the grove, comforted her clouds. Darahma then decided to use a weapon he had
and told her Darahma would come to save her soon. He been given by Brahmir, named Brahmirastra. The
then flew back to Darahma to told him where Sitra mighty arrow rose to the heavens with the help of all
was. the elements. As it reached the apex it split apart into
thousands of bolts of lightning, stabbing the mountains
Darahma, Lakshmana and the Vanara army built a created by Narava, driving them back into the ground.
causeway from the tip of Ind to Lanka and crossed over
the strait, where a cosmic battle ensued. Darahma Attack after attack ensued, but Narava was unable to
killed several of Narava’s brothers and eventually hit Darahma, while Darahma's arrows pierced Narava
confronted the ten-headed Narava. Narava started the several times. Narava finally realized that his bow,

17
even with astras, was useless and turned to another A KINGDOM DIVIDED
weapon, his mighty mace. The two chariots charged at In 1253 played out the largest civil war in Ind's history,
each other, and Narava released his mace at the same where cousin stood against cousin, and friend stood
instant Darahma threw one of Cindra's spears. The against friend. The conflict began when the previous
spear tore apart Narava's chariot, though it could still king of Kurya, Vichitravirya, had two sons and
fly. Narava's mace struck Darahma's charioteer, and he potential heirs. His oldest son by his first wife was
was knocked out of the chariot. Darahma threw named Dhirtarashtra, and was born blind. His second
himself at the mace, which was returning to Narava, son by his second wife was named Pandu and was born
grabbed it, and broke it. with extremely pale skin but otherwise healthy. Thus,
on his deathbed Vichitravirya gave the kingdom to
Darahma then landed the chariot on the ground, in Pandu.
order to help Matali, who was still alive - and it was
from the ground that Darahma decided to put an end to Dhirtarashtra proved to be a competent governor and
this battle. He began firing arrows at Narava's politician, perhaps a better ruler than his brother the
charging chariot. He managed to rip off one of the king, in spite of his blindness. Both men had sons:
wheels, forcing Narava to also come down to the earth Dhirtarashtra had 100 sons by his many wives; the
to fight. There the two greatest warriors of the time eldest of his sons was Prince Duryodhana, who was
stood, Narava wielding his last bow and a massive healthy and strong but of a wicked and unholy
sword, and Darahma, wielding his elaborate golden disposition. As the eldest son of an eldest son, he felt it
bow. was his right to rule the kingdom, and his father wished
this for him. Pandu had five sons (collectively known
Darahma reached down into his quiver and pulled out as the Pandavas, who were Yudishthira, Bhima,
what seemed to be a large blade of grass, fitted with a Urjana, and the twins Nakula and Sahadeva, all five
brass casing and arrow head. This arrow possessed were great and noble warriors).
great power and could shoot through solid stone.
Raising his bow, he fired; and the arrow soared through To further complicate matters, Pandu died when his
the air smashing into Narava's sword first and sons were still very young. After considerable political
shattering it, and next tearing through Narava's bow. upheaval, Dhirtarashtra was crowned king after his
After it had destroyed those weapons it went straight brother’s death, rather than Pandu’s immature heir
into Narava's chest and through his heart. The Demon Yudishthira. However, the Pandavas went on to gain
King lay dead. Darahma freed Sita and after Sita great popular support due to their nobility and heroism,
proved here purity, they returned to Ayodhya where and when they came of age, the Kurya Kingdom was
Bharata returned the crown to him. Darahma thereafter threatened with a potentially devastating civil war
ruled his kingdom for many years, before he handed it between the supporters of Yudishthira and those who
over to his two sons, retiring to ascend to the divine supported Dhirtarashtra and his son Duryodhana.
realms, and join the Devas as a god himself.

18
Finally, against Duryodhana’s wishes, Dhirtarashtra Jarasandha’s son Sahdeva was crowned the Maharajah
decided to split the Kurya Kingdom in two so as to of the much-diminished Bhallukan Kingdom, after he
avoid war; the more backward and poorer western half submitted to Yudishthira. Yudishthira continued his
of Kurya would be given to Yudishthira and his Rajasuya ceremony, where he and his brothers
brothers to be ruled as a separate kingdom; while the travelled to every human kingdom in Ind, gaining
richer and more central Eastern Kurya would be kept recognition from all the Maharajahs either by
by Dhirtarashtra and eventually inherited by submission or by force.
Duryodhana.
Duryodhana and his brothers were present at the
Yudishthira, the Western Kurya king, seeking to Rajasuya ceremony, where they were greatly
establish his right as the legitimate ruler of the Kurya humiliated. However, during the long festivities, king
Kingdom, sought to perform the Rajasuya Yagna Shakuni of Gandara, who had long hated all the
ceremony, wherein he had to travel to all the other Kuryas, sowed discord by challenging Yudishthira to a
human kings of the Kingdoms of Ind and have them game of dice; Yudishthira proceeded to lose ever larger
either recognize his authority, or defeat them in warfare amounts until he eventually gambled away the entire
or combat. Convinced by his brothers, Yudishthira Western Kurya Kingdom, which Shakuni gave over to
realises the Maghadan Empire must be defeated first Duryodhana, hoping to cause a civil war in the Kurya
and foremost. Kingdom. Dhirtarashtra, realizing his old enemy’s
tricks, and wishing to avoid a devastating conflict,
The Western Kuryas thus entered into a war of created a condition by which the Pandavas could regain
impossible odds against the much mightier forces of their half of the kingdom: they must go into exile for
Bhalluka; but they scored great military successes, thirteen years, and if their location is not discovered in
defeating of many of the armies under the Bhallukan that time, they would have the kingdom restored to
banner, and slayed of one of Maharajah's Jarasandha’s them. The Pandavas were forced to reluctantly agree.
chief commanders. Even so, their forces were nearly
overwhelmed by the sheer numbers of the Bhallukan For the next thirteen years there was relative stability;
army, until the Pandavas sneaked into the Bhallukan Kurya was united again under Dhirtarashtra and
capital in disguise, and the strongest of the Pandavas, Duryodhana’s rule, and the Pandavas were hidden in
Bhima, defeated and slayed Jarasandha in personal exile, spending their time of exile in the Mountains of
combat. The Bhallukans were dispersed and returned to Heaven, in the lands of the Nishada tribe of barbarians,
their kingdom, and the imprisoned chiefs set to be in the Kamyaka and Dandaka jungles, and finally spent
sacrificed were freed. 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
19
austerity as well as heroism. At the end of this period caused, abdicated in favour of his grand-nephew, and
of time, the KuryaKingdom and forces of northern he and his brothers all left to travel to the Kailas
barbarians invaded the Matsya Kingdom, and the Mountains, where they either died or ascended to the
Pandavas fought against Duryodhana’s army to defend heavens.
the Matsya Kingdom from the invasion.
Though stability would finally return to the land, it
The Pandavas demand that their half of the Kurya would take many years for the kingdoms to recuperate.
Kingdom be restored, but Duryodhana refused, making It is today known as one of the most tragic tales of Ind,
war inevitable. The two sides gathered allies from and while conflict have been set alight between the
almost all the armies of the Kingdoms of Ind. In the Kingdoms since, it has fortunately never reached the
end, there were at least a million troops on each side, same scale.
which met to do battle in the valley of Kuryakshetra.
WAR WITH CATHAY
The battle lasted for eighteen days, at the end of which In 2027, Cathayan forces intent on conquest moved
out of all the troops who fought only eleven soldiers into Ind through Chimal Pass in the Mountains of
survived, including the Pandavas. The entire armed Heaven. The Kingdom of Gandharva was quickly set
forces of almost all the human kingdoms as well as the ablaze, with those inhabitants putting up any kind of
vast majority of the human nobility were wiped out in resistance being slaughtered in the thousands. This
the brief apocalyptic war. Of Dhirtarashtra’s one sparked a fire in the hearts of the remaining Kingdoms;
hundred sons, only one – Yuyutsu, who at the last for where they might have dislike for each other, this
moment switched side to fight alongside the Pandavas was nothing compared to that of the despised
– survived. Cathayans. Knowing full well that unchallenged, the
Cathayans would conquer the entirety of Ind, one
Yudishthira became king over the remains of the Kurya isolated kingdom at a time. Soon, all the Kingdoms of
Kingdom, sparing Dhirtarashtra’s life, and the blind Ind formed a mighty alliance, ready to take the fighting
and aged monarch is retired to a hermitage in the back against the Cathayan invaders.
mountains, while making a final peace by giving
Yuyutsu vassal reign over the city of Cindraprastha. Utilizing the environment, the Indans began a guerrilla
The heir to Yudishthira’s throne was Urjana’s war using local skirmishing forces to harass the
grandson, Parikshit, as all the Pandava’s sons died in Cathayan armies while marshalling their own to face
the war. When Parikshit came of age, Yudishthira, them on the field of battle. While the Cathayans might
devastated by the destruction his generation has have been technologically superior with thousands

20
upon thousands of soldiers, the Indans were fighting on Maiden Guard fighting against Swordsaints, War
their home turf to protect their homes, and could raise Elephants trampling Cathayan warhorses, and the
large armies quickly. Even so, the Cathayans were not lesser Avatars of the Devas challenging the eternal
quick to give up, and the war would last for another Terracotta Warriors of Cathay. Blood ran thick,
eight years, during which large parts of Ind was set forming a small stream throughout the mountain pass,
aflame. 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 After a day's fighting, both armies were completely
favour of the terrain. The Cathayans however, spent, with neither side being able to gain the upper
positioned their war machines to be able to fire right at hand. Knowing that their remaining forces would stand
the advancing Indan army, causing high casualties no chance at pushing into Cathay itself, the Indan
among the infantry. To counter this, the Eldritch Gurus Maharajahs considered negotiating for peace. Yet as
gathered in mediation, muttering mantras and mantras they swallowed their pride and readied to meet the
of unknown power, which they used to summon a Cathayan generals, they were greeted by a small
titanic Avatar of Vaishna, larger than even the contingent waving a white flag. As it turned out, the
mountains surrounding it. Withering cannon fire like Cathayans too has the same thoughts, and the two
they were tiny pebbles, this gigantic being marched parties grudgingly agreed to end the pointless and
through the pass, squashing all beneath it. It seemed costly war. Each agreed to respect the natural border
victory would be all but assured for the Indans as long laid out by the Mountains of Heaven and the Thar
as they could sustain its power, had it not been for the Desert, and pulled back their troops. The war was over,
treacherous Monkey King of Cathay. Using magic of and would forever be remembered as one fought with
his own, the creature attacked the face of the Avatar, nothing gained on either side. Chimal Pass became a
eventually breaking the bonds of magic that contained no man's land, with Indan and Cathayan sentries placed
it into the mortal world. on either side in case one of the two factions would
think of breaking the peace treaty. There's great enmity
Without the support of the Greater Avatar, the Indan between Cathay and Ind even to this day, with both
army had to rely on their own strength, as the Cathayan cautiously surveying their border for signs of any
army surged forward with renewed vigour. What would-be invaders. But with threats looming from
followed was nothing short of a bloodbath. Indan other sides of their lands, both the Indan and Cathayans
swordsmen clashed with Cathayan halberdiers, the have honoured their words… so far.

21
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 thousands
of years their swords have not dealt a death blow to
Vratri, and they have no reason to believe that they
ever will.

Many of the Devas believe that Vratri 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 Vratri’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
Their karmic path runs opposite to the pantheon’s
forge new relationships with their ancient neighbours
adherence to order and harmony by sowing chaos and
and come to their aid, as the Asura yet again come to
destruction. These daemons, sometimes great beastly
the soil that the Devas call their own.
perversions slavering for blood, and other times wise
but sinister ascetics, know only hatred for the Devas.
The foes of the Devas seem to grow by the day, and
They desire nothing more than to sap them of power
their eternal enemies are the Asuras, the race of
and leave them for dead. Each of them shares blood
daemons born from the perversion of Vratri’s 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 Event 753 Dark Elf ships continue to raid 1881 Hobgoblin armies move into
C-5900 The Devas create the world and across the Indan coast. Indan soil, intent of raiding. The
the races of the world. For innumerable hordes lead to
thousands of years, they would 868-882 Darahma, the Avatara, is massive casualties for the
watch over their primitive banished from the kingdom of Indans, who put up a brave
followers as they developed. Kosala. During his exile, his resistance. Finding the
wife Sitra is kidnapped by the vegetation ill-suited for mounted
C-5600 The Asura starts to gain Asura king Narava. Darahma warfare, the Hobgoblins are
followers among the populace. enlists the help of the Varanas, unable to push forward into Ind,
These are mostly outcasts of and together they lay siege to and reluctantly return to the
society, but also power-hungry Lanka, where Darahma defeats Dark Lands.
individuals. Narava in a duel using the
Brahmirastra. Darahma 2027 War with Cathay. Cathayan
C-2000 The Kingdom of Mahanaga is thereafter returns to Kosala, forces attack the Kingdoms of
founded in central Ind, resting where he is crowned Maharajah. Ind, sparking an eight year long
on the Ganga River. For a war between the two nations.
thousand years, it flourishes 1103 Dark Elf fleets maraud with
under the rule of the much success around the rich 2036 Battle of Chimal Pass. The
Maharajahs, aided by the Devas. coasts of Ind. armies of Ind and Cathay clash
in one final great battle in
C-1000 Abrahsarpa is made Maharajah 1235 The Kingdom of Kurya is Chimal Pass through the
and takes to the throne. divided into two, one ruled by Mountains of Heaven. With both
the Pandavas, the other by sides suffering huge losses, the
C-980 Seven Rajahs of Mahanaga Dhirtarashtra. Seeking to battle ends in a stalemate with
renounce Abrahsarpa as their establish himself as the rightful neither side gaining the upper
leader, and leaves the kingdom King of Kurya, Yudishthira, the hand. A peace treaty is signed
to form their own realms. oldest of the Pandavas, goes into shortly after, ending the war
war against Bhalluka, securing with nothing gained on either
C-970 The curse of Vratri falls upon their loyalty. side.
Mahanaga. Its remaining
citizens are mutated into foul 1240 Yudishthira and the Pandavas 2087 Lokhir Fellheart butchers the
snake-creatures, and Asura are forced into giving up their priests of the temple of
daemons spill forth into Ind. half of the Kingdom. They are Gilgadresh and steals the
then sent into exile for 13 years, temple's statues, made from
C-900 The War of the Devas. The during which relative peace Indan bloodsteel.
Devas battles against Vratri and ensues.
the Asuras. Many battles are 2149 Marienburger merchant ships
fought, and many Devas are lost. 1253 The Indan Civil War. Almost all arrive in Ind, establishing a
armies of Ind gather on either small colony on the western
C-700 Sarvati manages to convince the side of the conflict between the coast. They bring with the
other Kingdoms of Ind to join Pandavas and Maharaja knowledge of gunpowder, which
the Devas in the fight. Duryodhana of Kurya. During is slowly being taken up by
an 18 day long battle, almost some of the richer, and more
C-400 Cindra challenges Vratri to a one million soldiers perish, with eccentric, Maharajahs. The spice
duel, finally slaying him. The only 11 remaining survivors in trade begins to flourish with the
Asuras are banished for the time the end. Yudishthira becomes Old World by sea.
being, and peace settles upon the king over the remains of Kurya,
Kingdoms of Ind. and stability finally returns to 2294 Scyla Anfingrimm of Norsca
Ind. raids the coasts of Ind, raiding
-87 Dark Elves begin to raid the and pillages dozens of villages
coasts of Ind. 1438 Ogres from the Mountains of and smaller towns with little
Mourn march into Ind, where opposition.
440 Alessandro the Mighty marches they raid several temples of
into Ind, winning several battles Brahmir before being driven out. 2501 Karishna, the Current Avatara,
and pushing the Indans back. He A few remains in service as is born. He is destined to slay
captures several cities, mercenaries. the Asura Maharajah of
beginning to found his powerful Lankshana.
empire. 1594 Chaos Dwarf slaver bands raid
along the Spice Route, taking 2517 Parashuruma kills Maharajah
441 Battle of Ganga River. thousands of slaves from the Kartavirya, the first of many
Alessandro barely manages to outlying cities. nobles to fall by his axe.
win against the forces of
Maharajah Porusati. However, 1752 The explorer Nigel Francisco 2521- The Asura rests uneasy, and
he is wounded in battle and from Tilea arrive in Ind along present Rakshasha attacks are increasing
forced to fight his way back out the Spice Route following the across the land. The Devas
of Ind, sacking many cities as he discovery of Cathay 50 years themselves are preparing for
do so. earlier. This opens up trade war, sending down their avatars
relations with the Old World in to protect their worshippers. The
442 A resistance movement in the the form of exotic spices, ivory Maharajahs of the Kingdoms of
cities taken by Alessandro rises and gemstones. Even so, few Ind are marshaling their armies
up, pushing out the few merchants ever made the trip to in preparation for the oncoming
remaining Tileans and retakes Ind and back alive, ensuring Storm of Chaos…
the cities for themselves. most of the land stays a mystery.

23
MAP OF THE KINGDOMS OF
IND

24
THE KINGDOMS OF IND
The "Kingdoms of Ind" is the term for all the civilized assassins, is found somewhere in the northern area of
human lands that are found in the area south of the Dandaka as well. Further south, the Dandaka jungle is
Mountains of Heaven; there are several kingdoms in also the homeland of the Vanara, the race of intelligent
this region but they all share a relatively common monkeys who are the chosen people of the monkey-
culture, distinct from that of Cathay. The Kingdoms of god Hanuman.
Ind share a similar language, history, religion and
traditions, though there are considerable variations in The Kamyaka is a relatively peaceful jungle, home to
regions and even from one neighbouring kingdom to many groups of renunciates and Yogis, some hidden
another. In particular, the humans of the central hermitages and temples. Within the jungle is found the
kingdoms will sometimes look down upon those of the Kamyaka Lake, a particularly nice region abounding in
western Kingdoms as being not quite in keeping with deer and birds. The jungle features abundant animal
Indan culture, even though technically they are and avian life, including large numbers of elephants. It
probably the ones who follow the earlier traditions of is a relatively very safe jungle, blessed to Brahmir and
the first civilizations of the regions. 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 HOLY RIVERS


The Ganga river, also known as the “Heart-river” flows
The massive Dandaka jungle covers all of the lands
through the central kingdoms, and is venerated by the
south of the Vindya Mountains. It is populated by
inhabitants of its shores perhaps more than any other
tribesmen and kingdoms of Rakshasas; it is filled with
Holy river. “Holy Mother Ganga” is a goddess that is
abandoned cities, hermitages, and lost temples. In the
said to purify you of all sins if you perform the correct
northern areas of Dandaka there once stood a mighty
rites of ritual bathing. It is the most important river of
empire of Asura demons whose land was destroyed by
the Bhalluka, Gandharva and Lakshana Kingdoms.
the hero-god Darahma; the ruins of their capital,
Janasthana, are still found in the jungle, and still filled
Marking the southern and eastern border of the Kurya
with both treasure and terror. The great Thugee temple
Kingdoms, the Saraswati River is surrounded by the
of Kali-ma, secret headquarters of that sect of
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.
25
BHALLUKA GANDHARVA
The Kingdom of Bhalluka is one of the mightiest The Gandharva kingdom devotes itself to religion and
kingdoms in the central region of Ind, the civilized magic. Though the Kshatriyas hold the reins of
human lands. It was founded by the Bhalluka people, temporal authority, no one doubts that they do the will
the descendants in ancient times of the union between of the Brahmins, striving to turn Gandharva into a
the Mahanaga tribes and the Puru tribe. Their theocracy where the commands of the Devas are
descendants not only formed the Kingdom of Bhalluka, carried out in the world. It is an exceedingly cold,
but some also mixed with the Panchal tribes, bringing rough and forbidding land. Gandara is so distant from
them civilization as well and leading to the founding of the rest of Ind both geographically and culturally that
the Kingdom of Panchala, as well as the city-state of although they speak Prakrit they do so with a thickly-
Mathura; and according to Bhalluka chroniclers was accented dialect that can at times be very difficult for
said to have also founded the Kosalan city of foreigners to understand.
Kausambi. According to ancient chronicles, while there
were cities and cultures older than the Kuryas, it was Gandharva, as the most pious of the Kingdoms of Ind,
the Kuryas who learned the secrets of working iron, is distinguished by a proliferation of religious and
and this is what led to the growth of modern philosophical sects. While the Brahmins of Gandharva
civilization. boast that they pay worship to every single Deva, most
Brahmins worship some more than others. The various
The Bhalluka kingdom is the realm most dedicated to philosophical movements within Gandharva are
warfare against the Asura of Ind. Bhalluka Kshatriyas attempts to synthesize and organize the worship and
are trained from birth in the ways of the vile serpent- doctrine of the Devas into coherent systems.
folk and their jungle home. Their Brahmins venerate
the most warlike Devas, particularly the bear-spirit The lands of Gandharva are situated near the
Mahabhalla who gave the kingdom its name. Bhalluka Mountains of Heaven, considered forbidding and
also has a long tradition of battling the Asura with inhospitable by the rest of the Kingdoms of Ind.
magic, and its swami are among the most feared in the Though their snowy slopes and peaks are dotted with
Kingdoms of Ind. shrines and monasteries, they are also home to all
manner of monstrous horrors, including the dreaded
Bhalluka lies in the verdant grasslands of the distant yeti.
west, at the edge of the Mahavana Forest. In these
lands, the forest seems intent on invading the fields and Its capital is the city of Purushapura, which is a very
even the city-state of Bhalluka itself, with vines, ivy, ancient city located in a valley in the mountains. It is
and seedlings sprouting constantly throughout the considered to be a sacred place, as it is built at the
kingdom. The people of Bhalluka repel the jungle just furthest habitable source of the Saraswati River, and
as they repel the Asura that persistently send spies, features many temples with architectural styles that
raiders, and assassins into the kingdom. look unusual in comparison to temples further east.
26
SINGHA own terrors, including the yeti that sometimes venture
In the days of Mahanaga, the Maharajahs’ power was into the foothills in the winter. Wide expanses of
so great that it spanned from the Mountains of Heaven steppe land separate Singha from Cathay to the north.
to the south of the Dansaka Forest. The rulers of
Mahanaga incorporated the barbaric horse-nomads of LAKSHANA
the Singha Steppes into their empire, introducing their The kingdom of Lakshana is nearly as decadent as Ind
religion and culture to the nomads and collecting their itself, riddled with crime, espionage, and drugs.
tribute in return. With the fall of Mahanaga, the Though it is the smallest of the Kingdoms of Ind,
nomads of Singha remain a unified kingdom, though barely qualifying as a large city even counting all the
unlike the others of the Kingdoms of Ind they have no farms and estates that lie outside the city proper, it has
city-state to physically represent their domain. The all the greasy sophistication of the largest metropolis.
people of Singha are culturally and ethnically distinct
from the other kingdoms, and yet inextricably linked to The Maharajah of Lakshana fancies himself the
them. greatest of the Maharajahs, perhaps even worthy of the
long abandoned title of Great Maharajah, and imagines
Unlike the rest of the Kingdoms of Ind, the people of that his court is the most important of all the courts of
Singha are united by their nomadic lifestyle. They herd the Kingdoms of Ind, simply because it is the most
sheep around the steppes, erecting small villages of luxurious. In actual fact, the court of Lakshana is
round huts when they stop for a season, and uprooting largely irrelevant to the rest of the Seven Kingdoms,
the villages when the seasons change. A horse is the which allow Maharajah Djikah his delusions as long as
most precious possession in Singha, for horses provide they do not interfere with their ongoing struggle
the people of the kingdom with the mobility their against the very real threat of the Asura.
lifestyle requires. The people of Singha are accustomed
to riding for long hours, fighting, eating, and even Lakshana is home to the finest academy of arts in the
sleeping on horseback. They do not use Elephants entire Kingdoms of Ind. The Khubali College trains
(except for those that may be especially bought from expert painters, sculptors, architects, stonemasons,
other lands for use by the highest ranking nobles), but weaponsmiths, and other artisans, claiming to carry on
use both horses and camels for transport. the artistic traditions of Mahanaga.

The steppes of Singha are wide but relatively barren, Lakshana is a coastal city, situated where the great
cut off from the monsoons that water the southern Bahanis River meets the sea. Unlike any of the other
lands every year. Good pastureland is scarce, which lands of Ind, the people of Lakshana are a sea-going
necessitates the nomadic lifestyle of Singha’s people. people, and they have great boats capable of following
The land ranges from quite hilly, in the foothills and the coastlines or traveling along the major rivers. They
valleys that abut the mountains, to absolutely flat and engage in trade and exploration of all the coastal lands,
featureless farther north. The climate isolates Singha and even to the Old World itself.
from the Asura as well as from the rain, but hold their

27
It claims the most fertile croplands of the Kingdoms of of the gods, during which time the whole city is decked
Ind, and it also boasts a thriving trade with foreign in lamp-lights hanging from poles, and rich jewelled
lands and cultures unknown to the other kingdoms. For ornament-offerings are placed along the roads; there
this reason, most citizens of Lakshana encountered in are also great shows of dancing and sacred music, and
the north are merchants, though some artists and thrill- the poor are given rich gifts as charity. This festival is
seekers occasionally travel to see the ruins of Ind first- also the occasion of a grand market, where goods of all
hand, usually hiring Kurya guides. kinds are brought from the lands of Ind and from
distant barbarian kingdoms across the seas, and many
PANCHALA 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 KOSALA
lie in the ascetics who withdrew to the mountains in The Kosala Kingdom is notable for having been the
response to the mad edicts of the last Maharajah, mighty kingdom of the deity Darahma during his
bringing the native people of the mountains under their incarnation as Avatara on Earth. At the present time,
protection and renouncing the Maharajah’s rule. Kosala is in a state of advanced decadence and is not
really a centralized kingdom anymore, but a group of
Dwaraka, the capital of Panchala, is a rich and several small principalities ruled by descendants of
beautiful city with powerful fortifications. Once a year Darahma. As a whole, Kosala is one of the largest and
the people of Dwaraka hold a great festival in honour most populous kingdoms of Ind.
28
The easternmost principality is called Kusa, based KURYA
around the city of Kusavati east of the Dandaka jungle. The lands of Kurya are wide and flat, watered by the
The northern principality is based around the city of floods of the Saraswati River, and its lands are found
Sravasti west of the Shambani foothills. Sravasti was on both the east and western side of the river, a
the second ancient capital of the united Kosala combination of river valleys and hills. The lands of
Kingdom. It is the largest trading city in Kosala, and Lakshana are close by to the south, and the two
has one of the largest if not the largest market in the kingdoms have alternately made alliances and war with
world. It is said that “in the market of Sravasti can be each other over the centuries.
found all things”.
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
Finally, the central principality of Kosala is based civilized world.
around the original capital of Ayodhya, the capital of
Kosala Kingdom in the times of Darahma. Ayodhya is The Kshatriyas of Kurya are renowned as the fiercest,
one of the oldest cities in Ind, founded by the legendary bravest, most honourable, and most disciplined army of
ancient king Manu the Law-giver, ancestor to the Kingdoms of Ind, and on the open field of battle no
Darahma, and said to have been built up by the Gods stronger force of arms exists. Unfortunately, the Asura
themselves. It is one of the major religious centres of rarely meet their enemies on an open field, and the
Ind, and the central holy city of the cult of Darahma. It forces of Kurya are more often turned against
is still a glorious city and a major centre of commerce, Bhalluka, Gandharva, or Kokaha than against the
but its glory days are thousands of years behind it; fiends of the jungle. The Kurya people are considered
some parts of the city are now in considerable states of strong and energetic, if a bit rough around the edges;
ruin as its population and fortune has declined. they are proud and independent.

29
30
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.

31
ARMY SPECIAL RULES
This section of the book describes all the different units CASTES
used in an Indan army, along with any rules necessary In the Kingdoms of Ind, a person’s value in society is
to use them in your games of Warhammer. Where a determined by his Caste. Someone born in a higher
model has a special rule that is explained in the Caste cannot be accompanied by someone from a
Warhammer rulebook, only the name of that rule is lower caste, nor are they affected by the actions by
given. If a model has a special rule that is unique to it, them. Units that have a type of Caste rule are subject
that rule is detailed alongside its description. However, to the following:
there are a number of commonly recurring ‘army
special rules’ that apply to several Indan units, and Members of the Noble Caste may only join units that
these are detailed here. are part of the Noble Caste or Warrior Caste, and
ignores Panic caused by units from the Warrior and
Lowborn Castes. Members of the Warrior Caste ignore
Panic caused by units from the Lowborn Caste.

INDAN 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. DEVA
Unlike the Gods of the rest of the world, the Deva of
Range: Strength: Special Rules: Ind tends to have a much more direct presence among
8" 3 Quick to Fire, their followers. They are able to project their beings
Multiple Shots (2) into so-called Avatars, magical creatures that that
walk the earth. These Avatars are the divine will of
Pata Deva in physical form, manifested to protect their
The Rajput warriors are known for using the unique followers from harm.
and deadly pata, a sword-like weapon where the blade
and the gauntlet are integrated into a single piece that All units with the Deva special rule are subject to the
is held by the wielder. This sturdy blade can be used in following: Immune to Psychology, Fear, Magical
assaults against infantrymen, swung and slashed like a Attacks, Ward save (5+), Hatred (Daemons of Chaos).
traditional sword or used as a stabbing weapon, while
still protecting the wearer from harm. When Devas lose a combat they must take a special
kind of Break test called a Divine Corporeality test. In
Range: Strength: Special Rules: multiple combats, each Deva unit must test separately.
Combat As user Requires Two Hands, Use the following procedure to take a Divine
Extra Attack*, Corporeality test:
Parry*
Calculate combat resolution as normal and roll 2D6.
*A Pata can either be used to give the wielder an Extra Compare the dice roll to the Devas' Leadership value,
Attack, or as a shield in close combat. Choose which taking into account any modifiers for combat
way you want to use it at the start of each close combat resolution. For each point the unit fails its Corporeality
phase. test by, the unit suffers one additional wound. No saves
of any kind are allowed against these wounds,
Urumi including Ward saves, regeneration, etc. If characters
The urumi is a long sword made of flexible steel; sharp are present in the unit, the controlling player first
enough to cut into flesh, but flexible enough to be allocates wounds to the unit (up to their current
rolled into a tight coil. Wounds), then divides the remaining wounds as
equally as possible amongst any characters.
Range: Strength: Special Rules:
Combat As user -1 Swirling Cut Devas cannot use the General’s Inspiring Presence or
the Battle Standard’s Hold Your Ground rule, but may
Swirling Cut: A model armed with an Urumi sword use the Leadership of any Character with the Deva
gains an additional attack for every model in base special rule within 12". Deva characters may not be
contact. Generals. In addition, units of Devas may never be
joined by any characters without the Deva special rule.
32
MAHARAJAHS
The regal and majestic Maharajahs are the lords of the Many Maharajahs just serve their gods, hunt tigers
many scattered kingdoms that lie on the subcontinent. from atop their favourite elephants or just enjoy simple
Often it is not even clear whom each territory belongs pleasures within their palace walls, only actually taking
to, and as such, it is not uncommon for nobles who are part of war when absolutely necessary. That does not
tired of waiting for their liege to expire or are not the mean that they are inadequate generals however, as
first heir to the throne to declare the province under every ruler still sitting on his throne must be well
their command as their own kingdom and become the versed in the art of war, lest he be overthrown at the
first Maharajah of their newly found territory. It is said first opportunity a new young ruler is vying for his
that an unknown enemy is more trusted in Ind than a power. Those that still control their lands do so for a
known ally. While few can or dare to challenge a true reason.
Maharajah within their full power, the mere Rajahs
have significant power over the inhabitants of the land, The Maharajah’s words are law within their provinces
and each control relative large territories. and few dare to argue with them. While there are
subordinates ruling smaller provinces for the
Most of these fabled rulers have been spoken of as Maharajahs, many of them keep their territories so
brave, skilled and filthy-rich kings who often lead their isolated from the rest of the kingdom that they are
armies into battle to fight the many foes who assault more or less kingdoms of their own. The Rajahs of Ind
the borders of their lands to earn fame and glory, but are not as mighty or as rich as the mighty Maharajahs,
most of the time to protect their vast riches from them. but still attempt to appear as majestic and powerful as
The lords and nobles of Ind are truly majestic figures, possible. These warlords often do this by going into
and continually show off their wealth and might even battle for wealth, recognition and glory. The rulers of
on the battlefield. Their confidence (or arrogance) is Ind are wealthy and generous, living in opulent palaces
completely unmatched throughout the Warhammer surrounded by slaves and servants, and are great
World, and their soldiers flock beside them for their patrons of the arts and Ind's many golden temples.
support.

M WS BS S T W I A Ld
Maharajah 4 5 5 4 4 3 5 3 9
Rajah 4 5 5 4 4 2 5 3 8
Throne Bearers 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.

33
GURUS
In the Kingdoms of Ind, men with magical powers and The Gurus of Ind are powerful magicians, able to
great knowledge are given the title of Guru. While unleash the very essence and fury of the gods at their
most of them are great healers, priests, oracles or will. Even the lowest orders of sorcerer are highly
advisors, some Gurus often take part of the Indan sought by many armies of Ind, for they are a rarity in
armies in times of need. Citizens treat these men as the land. Many armies have found their plans foiled by
great heroes regardless their related skills and many of these experts of the magical arts. The Eldritch Gurus
them actually have a whole retinue of people who wish are the most powerful mages in the entire land. True
to learn from their wisdom and skills. They are famous masters of the sacred arts of Creation, Preservation and
for their simple way of life but in truth, they rarely Destruction, these great wizards have brought doom to
need to own anything as everything is brought to them many foes by unleashing the unstoppable power of
without ever asking for it by the citizens. their gods on the hated enemy.

These are Brahmin caste individuals who have trained M WS BS S T W I A Ld


as holy men, Gurus, in the formal setting of a temple. Eldritch Guru 4 3 3 3 4 3 3 1 8
Like everyone else, they revere all Devas, but they are Guru 4 3 3 3 3 2 3 1 7
also usually specifically dedicated to a particular
deity’s temple. Younger Gurus will regularly travel
TROOP TYPE: Infantry (Character).
from one temple to another, and to small villages to
officiate over important religious ceremonies.
MAGIC: A Guru is a Wizard who uses spells from
Gurus study the ancient religious texts and impart this the Lore of Fire, Lore of the Heavens, Lore of Light,
knowledge to students. The guru has control over his Lore of Life or Lore of the Devas.
body and mind to an amazing extent through her
familiarity with mantras. A mantra is a series of SPECIAL RULES:
syllables, which provide various abilities to the guru Spiritual Leader: Despite often being of low birth, a
when they are chanted in a particular order. 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. Rules that
effect models with the Caste rule affect the Guru too.
In addition, any unit with a Guru in it may re-roll failed
Leadership tests.
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.
34
VISHKANYA
In the jungle temples of Ind, there dwell a mysterious Poisoned Blood: Roll a D6 whenever the Vishkanya
warrior race of women known as Vishkanyas. While loses a Wound in Close Combat. On a 6, the model
looking like any human from a distance, a closer look who inflicted the Wound suffers a Wound themselves.
will reveal them to be something more.
Hidden: A Vishkanya can choose to deploy ‘hidden’
Nobody knows where the Vishkanyas came from, not within another friendly ranked unit with the Caste
even the Vishkanyas. All anybody knows is that they special rule – make a note of which unit is concealing
are an ancient race whose existence goes back the Vishkanya.
thousands of years before Man was created. For the
first few centuries that their kingdom existed the A hidden Vishkanya is not placed on the table during
Vishkanyas were a powerful race and one of the most deployment, but is revealed later during the game. If
cunning. They were among the first to build cities of the concealing unit is wiped out or flees from the
stone, some of which still stand, but their reign did not battlefield before the Vishkanya is revealed, the
last long. At some point, long before the time of Vishkanya counts as a casualty. There is no other way
Sigmar, their race began to decline. The once mighty a Vishkanya can be harmed before he is revealed.
empire crumbled in a matter of decades. The cause of
which is another unknown in the Vishkanya’s Hidden Vishkanya may be revealed at the beginning of
mysterious history. any of your Movement phases, or at the start of any
Close Combat phase. Declare that the unit contains a
Vishkanyas are known for their guile and affinity for Vishkanya and place the model in the front rank of that
poisons of all kinds. Their eyes are pure white orbs, unit, displacing models as you normally would if a
making people mistake them for blind, which is far character had joined the unit.
from the truth. Possessed of an alien beauty, these
graceful humanoids see the world through serpentine A Killer not a Leader: A Vishkanya cannot be your
eyes of burnished gold. A Vishkanya’s flesh is made army General. Furthermore, other units can never use
up of fine scales that from a distance of even a few feet her Leadership value.
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.

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

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Poisoned Attacks, Scaly Skin


(6+), Scout.
35
BEASTMASTERS
In the land of Ind, where animal and man live closely TROOP TYPE: Infantry (Character).
nearby, it is no wonder that there are those who set out Tiger, Panther: War Beast.
to tame them to their will. These men are known as
Beastmasters, often living in seclusion in the jungle SPECIAL RULES: Lowborn Caste, Monsters &
with nothing but their animals by their side. These Handlers, Forest Strider.
mysterious individuals have managed to tame every
single beast there is, and can control them by simple Beastmaster: Any friendly Warbeast, Monstrous
gestures at their whim. Beast, Monstrous Cavalry or Monster (not including
Devas) within 6" of a Beastmaster may re-roll failed
The most common of the animals the Beastmasters Leadership tests and are Stubborn.
bring to battle are the tiger and the panther. The tiger is
the largest and most feared of the great cats. Tigers Unleash the Beasts: The Beastmaster and any Tigers
have reddish-orange fur and dark vertical stripes. and/or Panthers he has under his control must deploy
Feared by men, tigers are hunted aggressively, and are together as a Skirmish unit.
seen are great prizes for anyone who can capture one.
In the untamed wilderness, however, the tiger occupies The animals may be released either when declaring
the top predatory niche. By comparison, the panther is charges or when attempting to pursue a fleeing foe.
a graceful cat with a long body and relatively short When releasing the animals, they become a separate
legs. Covered in pitch black fur, these nocturnal unit from the Beastmaster for all purposes.
creatures can often pose a threat to anyone they decide
to stalk in the dark. Only the largest and most The Beastmaster can decide how many animals he
dangerous of these animals are brought to battle, and wants to release at any point, and previously released
are then sent loose to hunt down their prey. animals may return to the unit by moving within 1”
from it unless it is engaged in Close Combat.
M WS BS S T W I A Ld
Beastmaster 5 4 4 4 4 2 4 2 7 If their Beastmaster is killed, any unengaged animals
Tiger 8 5 0 5 4 2 4 2 6 will immediately flee the battlefield. Victory Points are
Panther 9 4 0 4 4 2 5 3 6 scored individually for Beastmasters and animals.

36
BRAHMIR THE CREATOR
In Indan lore, Brahmir is the creator-god, the first god. The other members of the pantheon pay little heed to
He created himself as a boar, using his mighty tusks to Brahmir, and he, in turn, pays little heed to them. He
pull the world up out of the vast, watery deep. He went resides in his paradise, Brahmirloka, with Parasvati, his
on to create everything else. One of Brahmir’s early principal wife, noting what goes on. When the world is
creations was Ignorance, which he discarded. Legends in great turmoil, particularly in times when the Daemon
say that Ignorance survived to become Night, who then forces are aggressive, the other gods consult him for
spawned various creatures of darkness such as the advice, which he is pleased to dispense. The other gods
Bhuta and Vetala. Brahmir then created the immortal acknowledge his supremacy, even though they may not
gods before separating parts of his body from himself always be demonstrative of it.
to form the Asuras. The earth was created from
Brahmir’s feet. Many storytellers in Ind say that their The Avatar of Brahmir brings life and heals that which
beloved land was formed from the creator god’s great was destroyed. He is seen a benevolent Deity who
toe. Having created the world, Brahmir handed the helps the people in need. By his blessing, whoever falls
reins over to Vaishna to preserve and sustain it and to in battle can be raised to fight again, and the most
Shaivi to destroy it in the fullness of time. grievous of wounds can be healed in an instant.

Brahmir’s power is that of creation, and thus he is M WS BS S T W I A Ld


worshiped in every kingdom and in all lands. Through Brahmir 6 5 5 6 6 5 6 4 9
he rarely plays a very active role in the world now,
acting instead as the god-father to Vaishna – thus he is TROOP TYPE: Monster (Character).
particularly revered in Vaishna's temples, but has few
temples or devotees exclusive to his own being. He is
MAGIC: A Brahmir is a Wizard who uses spells from
depicted as having four faces that represent the four
Vedas, the holy books of creation. He has four arms, the Lore of Life.
usually holding his bow Parivita, a lotus flower, a bowl
of water and some holy texts. 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.
37
VAISHNA THE PRESERVER
The second of the holy Trimurti, Vaishna is known as irresistible target for demons. One daemon in particular
the Protector or Preserver of Creation. While Brahmir took the form of the powerful King Kamsha, ruler of
is the originator and Shaivi the destroyer, Vaishna the region surrounding the temple, and hid the temple
represents all the good and benevolent forces in the from sight in a labyrinth of mystical caverns. The
universe. He is commonly known as the Narayana, or followers of Vaishna tried in vain to defeat Kamsha,
ever-present and pervasive spirit of the World, and sits who wreaked havoc throughout the land. Hearing their
on a lotus on the primordial waters while maintaining cries, Vaishna incarnated himself as an Avatar and
the steady flow of its waters. For many Indans, Vaishna battled Kamsha. He succeeded in banishing the demon,
is a God of paramount importance, the chief deity of but the temple itself was lost. Today, Vaishna
the pantheon. Yet, he is also known as the humblest of periodically sends adventurers in search of the temple.
Gods, often serving his role as protector without
fanfare or notice. Vaishna is constantly devoted to his The most widely worshiped power in the pantheon,
wife, Likshma, and is rarely seen without her. Bearing Vaishna is thought to be the one who prevents evil
a dark blue complexion with four arms and a star shape from triumphing over good. However, Vaishna feels no
on his breast, Vaishna has a regal presence about him. particular enmity toward those of his pantheon who
embrace evil, reserving his fury for humans and fiends
The story of the Devas is the story of Vaishna. His who cross the planes and leave destruction in their
charismatic leadership drew other gods to the land wake. Stranger still, although he's called the Preserver,
when, after creating it, he named it his especial abode. Vaishna is good friends with Shaivi — some even say
Since the land was so blessed, the people living in Ind that they're different aspects of the same greater power.
at the dawn of time praised the name of Vaishna and It's said that Vaishna sends an avatar to the world
constructed a temple somewhere in the heart of the whenever morals, order, or justice is in danger. That
sub-continent. The temple was called Devayatana, the may have been true in his younger days, but now the
dwelling of the god, constructed of crude sandstone power allows mortals a little more latitude in solving
and decorated with primitive carvings displaying the their own problems. He stilt exercises his ability to
actions and life of Vaishna. Despite its primitive render any creature incapable of committing violence.
character, it fairly glowed with holiness—making it an His realm in Mount Celestia is the Divine Lotus, a
place where nothing crumbles before its time.

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.

M WS BS S T W I A Ld
Vaishna 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 special


rule within 12" of the Vaishna gains a 6+ Ward save. If
they already have a Ward save, they may add +1 to it.

38
SHAIVI THE DESTROYER
A part of the Trimuti of the Devas, Shaivi is known as Shaivi hears the prayers of the sincere worshipper,
the destroyer god, the final arbiter of destiny. While especially inclining his ear toward those who perform
Brahmir is the creator and Vaishna is the protector, rituals dedicated to him in his sacred place, the
Shaivi is the destroyer, representing the uncertainty and cemetery or burning ground. He is seen as the god who
dread that accompanies the unknown. A fearsome destroys the cosmos, and his followers work toward
force, Shaivi is the god who will finally destroy the helping him achieve that aim.
World and sit upon the remnants in the primordial
waters until that time when it is formed again. Shaivi is In his incarnation as Avatara, he defeated the great
also a contemplative God, known as much for his demonic armies of several Asura kings, conquered the
mystical nature as his destructive one. He, along with Patala Underworld, and made the world safe for
his son Ganeshan, is the chief God for yogic practices, humanity to flourish. He retired to Mount Kailash, and
an ascetic who goes for years without sustenance in later ascended to the realms of divinity. His most
order to better know the World through pain and identifiable weapon is the Trident, which is also his
suffering. When Shaivi is not enthralled in his symbol, along with the cobra.
asceticism, he is the Nataraja, the cosmic lord of the
dance. Through his motions comes the order of the M WS BS S T W I A Ld
universe, and while his dancing is alternately beautiful Shaivi 8 9 6 6 6 5 9 6 9
and fearful, it captivates all audiences, mortal and
divine alike. TROOP TYPE: Monster (Character).
Shaivi is a terrifying presence, unnaturally ugly and
MAGIC: A Shaivi is a Wizard who uses spells from
terrible in appearance. Horrible, evil creatures follow
him while he is in the world, from goblins and ghosts the Lore of Fire.
to serpents and savage souls. With five heads and four
arms, Shaivi is an intimidating force, his upper two SPECIAL RULES: Deva, Terror, Large Target.
arms usually holding his war drum and the on-going
fire of the world, while his lower two arms are empty. Destroyer: Every friendly unit with the Caste special
Shaivi has a third eye in the middle of his forehead, rule within 12" of the Shaivi gains the Frenzy special
which he formed to save creation from darkness. In his rule.
divine form, Shaivi always has the torana around him,
an arch of flames engulfing his body.
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 the
daemon's back while continuing the cosmic dance.
The nataraja’s dance known as Shaivi’s Wrath
commemorates this event.

39
INDAN INFANTRY
RAJPUTS M WS BS S T W I A Ld
Rajput 4 3 3 3 3 1 3 1 7
Indan soldiers are born to a caste, as Indan society is
rigidly structured into stratified groups. Soldiers are Naik 4 3 3 3 3 1 3 2 7
paid and owed hereditary duty to their Maharajah, and
as such they are 'on-call' barracks soldiers. The TROOP TYPE: Infantry.
warriors of Ind feel a high sense of duty towards their
regal rulers, and as such any Maharajah can expect to SPECIAL RULES: Warrior Caste.
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
MARATHA ARCHERS
required, allowing the people to train themselves more Men proficient in the use of the bow is common in Ind,
properly for battle. as hunting the dangerous beasts roaming around the
jungles is as important for food as it is for protecting
While not being the most proficient, infantry in Indan the villages settled there. The Maratha Archers are the
armies can still play an important role on the ranged soldiers of Ind, mostly recruited from the local
battlefield. The path of the warrior is an easy way for hunters. They are drafted into the armies when needed,
the lower orders to break free of the restrictive caste where they form up into regiments placed as support
system, and understandably popular. The Rajput is the far away from the actual fighting. Able to bring down
primary warriors in Ind, taking great pride in their enemies from afar with their bows, these men are
ancestry and its emphasis on military virtues. rightly feared foes in long-range warfare.

The Rajputs are all-purpose infantry and the backbone M WS BS S T W I A Ld


of most Indan armies. They have many duties in the Maratha Archer 4 3 3 3 3 1 3 1 7
realms, guarding provinces from marauding warbands Havildar 4 3 4 3 3 1 3 1 7
of Ogres and Beastmen and keeping order in cities and
villages. The infantry are the lowest rung of the army's TROOP TYPE: Infantry.
hierarchy. Their hand weapons are large broad bladed
swords, or longer two-handed swords. Some troops SPECIAL RULES: Warrior Caste.
carry maces and axes, also wielded in two hands.

URUMI SWORDSMEN
A uniquely Indan weapon, the urumi sword has
become very popular with 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;
sweeping 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
INDAN CAVALRY
PINDARI CAVALRY M WS BS S T W I A Ld
The Pindari are irregular force of men from many Pindari 4 3 3 3 3 1 3 1 7
kingdoms, united only by the fact that they are all Silaposh 4 3 3 3 3 1 3 2 7
Pindari. With an elected leadership and a disdain for Warhorse 8 3 0 3 3 1 3 1 5
military convention, they are not an easy force to
control, but allowed to do a little looting, they can be a TROOP TYPE: Cavalry.
useful force of skirmishers. Originally attached to the
Indan armies, these men were forced to turn to banditry SPECIAL RULES: Lowborn Caste, Fast Cavalry.
for any kind of proper income. Not surprisingly, this
proved to be more profitable and safer than large scale
battle, and the Pindari have specialised in raiding ever
since. If they must fight, though, they will, and with
considerable skill. These unruly bands of sabre-armed CAMEL GUNNERS
cavalry have a cruel reputation, and are experts in
Camels can be found in the northern parts of Ind,
ambushes and skirmishing. Able to fight with sword,
where the jungle is sparse and the Junpab desert spans
spear and bow, they are versatile and expendable
the barren landscape. Here can also be found the desert
troops that can be hired to scout ahead of the main
nomads who have chosen the camel as their mount in
army and attack the enemy where they are the most
battle. Like many desert troops, these men have learned
vulnerable.
the trade of killing in a hard school. The desert is
unforgiving to those who are weak, and a man who
cannot fight well is unlikely to survive the constant
The festival continued as was required by the gods, feuding and banditry that his neighbours will visit upon
but even from the mountain I could see that the life him. The scarcity of resources has also taught these
had been taken from it. What was yesterday cause men the value of making every shot count. When a
for celebration now was empty of the previous joy, bullet and a shot’s worth of gunpowder must be stolen,
ever since Hemendu had moved along the cycle. A
tiger had killed the child and my father, brother, and taken as loot or bought at enormous cost, a wise man
I had been sent to hunt the monster. makes sure that he only shoots at something he can kill.

The drought had been hard on all living things, and These camel troops are armed with muskets called
undoubtedly the beast had acted in hunger. Tigers Shaturnals, and all of them are crack shots. These
usually avoided encounters with men. Still, my
muskets are very large, with a bore the width of two
father had insisted on killing the beast now that it
had a taste for human blood. thumbs on a grown man. Such a weapon is too large
for any foot soldier to carry around in a desert, which is
Father broke me from my thoughts, "Harihar," he why these men fight from camelback with the
said, "stop gazing into our village and go check on Shaturnal mounted on a special harness in front of
your brother. He has not returned with the them. Any wound from their weapons is likely to be
firewood." fatal, even an apparently minor one in a limb: musket
Obediently, I left in search of my brother, Bandhu, balls often have bubbles and flaws when they are cast
calling his name as I walked along the animal trail which causes them to burst inside a target, causing
that he had taken. I moved to step over a large dirt horrendous injuries.
mound, but my leg stopped in mid-stride as I saw it
closer in the dwindling dusk light. My brother lay M WS BS S T W I A Ld
by my foot, eyes wide in fear, throat torn by a
Camel Gunner 4 3 3 3 4 1 3 1 7
tiger’s jaws. My fear mingled with curiosity as I
Zamburak 4 3 4 3 4 1 3 1 7
wondered in horror why the beast didn’t stay to
feast upon him. Camel 7 3 0 3 4 1 3 1 5
The short-lived screams of my father answered me. TROOP TYPE: Cavalry.
We had wrongly thought ourselves the hunters.
This tiger was not a normal predator and had taken SPECIAL RULES: Lowborn Caste, Fast Cavalry.
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 Scare Horses: Camels causes Fear in enemy horses.
kukri by my side. For a moment I thought I heard
something disturb the brush to my left. As I slowly Shaturnal: Shaturnals uses the following profile:
tugged at the handle of the blade, my blood ran cold
with the premonition of approaching death. Range Strength Special Rules
36" 6 Armour Piercing,
Move or Fire
41
ZAMINDAR HORSEMEN warriors of similar status in other nations, Zamindar
Horsemen do not specialize in one kind of skill but try
The Zamindars were originally a class of almost-feudal
to excel in as many ways of warfare as possible. Often
tax farmers: men empowered to collect taxes from the
equipped with bows, they can soften up their foes
peasantry. From being tax farmers, the Zamindars
before riding around the battle lines to deliver a fatal
slowly accumulated all the responsibilities and power
blow by attacking the flank. Though not as heavily
of lesser aristocracy or gentry. The title itself is a
armoured as the knights in the Old World, their
Persian borrowing, and means “landholder”. The
versatility makes up for this, allowing them to adapt to
Zamindars kept their holdings as long as taxes were
almost any situation. When the call of war comes, these
forthcoming. Over the years, they became actual
noble horsemen will answer, cutting down the foe from
landowners, and gradually assumed military
atop their swift steeds.
responsibilities as well. Some of these could be
deferred by sending money, but it was also expected
that these gentlemen should fight as irregulars for their
overlords. M WS BS S T W I A Ld
Zamindar 4 4 3 3 3 1 3 1 8
The Zamindar Horsemen are lower nobles who require Mansabdar 4 4 3 3 3 1 3 2 8
the blessing of their ruler to gain their privileges. As Warhorse 8 3 0 3 3 1 3 1 5
such they can command people from the lower castes
at will, but must still answer to the wiser Rajahs and TROOP TYPE: Cavalry.
Maharajahs. These men have been raised from
childbirth to become great warriors. Unlike most elite SPECIAL RULES: Warrior Caste.

42
PEASANT LEVIES
Most of the people of Ind are either peasants or
outcasts, viewed as little more than vermin by the lords
of Ind. Peasant levies consist mainly of those farmers
unfortunate enough to be drafted into service when
needed, but is also seen as an opportunity to rise to a
higher position within one's 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 a vanguard for the rest of the
army, sacrificing themselves for their betters by acting
as human shields in the literal sense. Sometimes they
are equipped with slings or javelins in a feeble attempt
to kill off as many of the enemy as possible before
meeting their untimely demise.

M WS BS S T W I A Ld
Peasant 4 2 2 3 3 1 3 1 5
Sepoy 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 Fakir: The Fakir is placed at the back of the Snake
as Fakirs even make a profession in hypnotising and Swarm unit as a separate model, and follows the rules
controlling these animals on the street and in battle. for Champions, though he may not be challenged in
While all snake swarms are dangerous, swarms made Close Combat. If the Fakir is killed, the Snake Swarms
up of venomous snakes are typically the most lethal. in that unit will automatically flee off the table unless
Snake swarms of both types can generally be engaged in close combat, in which case they fight on as
encountered in the same regions, dwelling in ruins or normal. Should the Snake Swarm later be unengaged,
wilderness alike. Hissing menacingly, this mass of they will flee immediately using the rules above.
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.

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

TROOP TYPE: Swarm.


Fakir: Infantry.

SPECIAL RULES: Lowborn Caste, Poisoned


Attacks (Snake Swarm only).
43
THUGEES
The Kingdoms of Ind are practically lawless. The laws Great emphasis is placed on the rituals themselves.
that are in place change frequently or aren't enforced. They believe that Kali-ma, in one of her battles with
As a result villages and travellers are often the victim Asuras, tore strips of cloth from her skirt, forming the
of bandits and the like. Some bandits hold a position of ruhmal, or sacred implement of strangulation, and
prominence in rural Indan life, the most powerful of commanded her followers to do the same. The pickaxe
which become local warlords, making money through used to dig the grave for the victim’s body was
ransoms and robberies, and by protecting members of originally one of Kali-ma’s teeth, given to the Thugees.
their own castes against wandering rival bandits. The ruhmals and pickaxes are passed down from one
generation of Thugees to the next.
More sinister than those ruthless brigands are the
Thugees, meaning strangler, as much a group of Thugees usually have another occupation besides that
highway men as they are a religious cult. These are of ritual murderer, which helps keep their Thugee
Holy murderers, dedicated to the worship of the identity secret. The secret of their membership in this
mother-goddess Kali in her aspect as the goddess of group devoted to Kali is revealed by the parent to his or
death. They delight on killing, and they do so in the her child at about age thirteen. The knowledge is
name of Kali-ma herself. The Thugees are rightly passed down, with many Thugees coming from a line
feared, and can be identified by their red sashes, which of ritual murderers stretching back hundreds of years.
they were openly. Thugees attach themselves in small If a Thugee has no heirs, he will kidnap a young child
groups to foreign travellers, gaining their confidence, from a party of travellers and raise her as his own,
murdering them by strangulation, robbing them of their training her in the ways of Kali-ma.
possessions, and finally burying them according to
strict rituals. They often act as mercenaries in the armies of Ind,
where they form small skirmishing bands, taking the
Thugees are members of a sacred order, which has opportunity to plunder the enemy and find sacrifices
agents and secret safe-houses throughout the civilized for Kali-ma. They must then dedicate one third of all
world; their temples, however, are all found deep in their earnings to the order.
forests and mountains, away from areas of human
habitation. Unlike common thieves, who of course can M WS BS S T W I A Ld
also be contracted to kill, Thugees are considered to be Thugee 4 3 3 3 3 1 3 1 7
Holy men and it is not precisely dishonourable to be Phansigar 4 3 3 3 3 1 3 2 7
one, or to hire one; though for obvious reasons they are
socially distrusted and marginalized in many ways.
TROOP TYPE: Infantry.
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 SPECIAL RULES: Lowborn Caste, Skirmishers.
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 to
be harmed, nor may the blind or sick be sacrificed in
her name.

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.

44
MAIDEN GUARD
The princes of Ind may be stubborn and arrogant, but where they surrender all their worldly possessions and
they are not stupid. They know that, given the chance, cut all bonds with their family in favour of a new life
someone amongst their court could potentially kill where protecting their liege is their only goal. While
them and take their throne and riches. The Maharajahs this might seem a high price to pay, it also means they
have always jealously guarded their estates with the will rise into the same rank as the nobles, and while it
most powerful warriors. First amongst these is the does not come with the privileges, it sets them high
Maiden Guard, women who have given up their free above the lower castes in the eyes of their gods.
will in service to their lords. Since their founding,
many treacherous nobles have found themselves on the The Maiden Guard are armed with a variety of sabres,
end of one of these warriors’ swords. picks and axes that they wield in each hand. They are
even said to carry the ashes of their slain enemies in
The prestigious role of Maiden Guard is only given to their turbans at all times. These warriors are the most
those warriors who have proved themselves by hunting feared of all the human Indan troops on the battlefield,
down a full grown tiger in the jungles and returning as they are hardened foes who rarely panic or flee.
with its pelt. After this they go through a ritual
M WS BS S T W I A Ld
Maiden Guard 4 4 3 3 3 1 4 1 8
Maiden Warden 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 “re-
lit” 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.

45
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 blessed by
one of the so called Five Pure Ones. These near-
immortal warriors were themselves blessed 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 M WS BS S T W I A Ld
nature. A member may leave and join another Holy Warrior 4 4 3 4 3 1 3 1 8
brotherhood freely. Each brotherhood has a slight Fearless One 4 4 3 4 3 1 3 2 8
variation in the practices of their office. Some Holy
Warriors have vowed to have a daily spiritual practice TROOP TYPE: Infantry.
of reading five scriptures. Some have vowed to follow
the basic tenants of the uniform, scripture, meditative SPECIAL RULES: Warrior Caste, Immune to
recitation, or community service. All Holy Warriors Psychology, Magic Resistance (2).
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 THE UNDERWORLD
their code of conduct. The Underworld is a difficult concept for the followers
of the Devas. Technically speaking, death is a fleeting
Holy Warriors follow the strict rules of the gods. If part of Samsara’s continual cycle; the lands of the dead
they should ever act against the gods, particularly their are not final resting places for eternal glory or shame,
chosen god, by failing to perform proper rituals or the wicked are not tortured for eons by wicked
purification, by eating spoiled food, drinking blood or monsters nor are heroes lavished with the doting
eating raw meat, by using unholy magic, by fighting attention in celestial drinking halls in the over world.
Instead, the Underworld is a stop-over for wicked souls,
for personal gain, theft, lying, or unholy murder, or
an interrogation room or a supernatural prison with
touching an untouchable, they will lose all of their varying sentences for the indentured victims. For the
spiritual powers until they have been granted penance truly evil, the worst punishment is not an eternity of
and performed a purification ritual with the help of a pain through hell-fire or torture, but rather the very real
Guru. spiritual and physical suffering of everyday existence.
Wicked men are reborn as lowly creatures as a result of
They fight to prove themselves in the eyes of the their evil lives; what is a better punishment than living
Devas, wielding large two handed maces and heavy the life of a rat or a worm? While the idea of an eternal
cycle of spite and revenge may seem cynical, the Devas
armour. Protected from magical harm with their holy have a rather hopeful system in place: Even if reborn as a
signs and symbols, Holy Warriors are completely lowly creature, there is always the chance for a better
fearless, and smash apart their foes with ease; life. One’s actions decide one’s fate, and in samsara’s
knowing they have the power of their gods behind ever-moving rotation, there is hope to move on to
every blow. bigger and better things.

46
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's
usage has been gradually decreased in the army.
Nevertheless, 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 Brahmir, Parasvati is
worshipped in virtually every Hindu town.
Royal Chariots are often ornate, and are occasionally
However, her inspiration is sought on a much
larger scale by every desperate artist, developing armoured along with the crew. The back of the cab
intellect and person feeling even the faintest usually carries a personal standard for the noble riders.
hint of an epiphany in their everyday life. She Bells are attached to add to the din, and the charioteers
is the prolific muse of the Devas. Wise and use conches to frighten the enemy. Umbrellas cover the
cabs and are targets of great importance, as losing one's
creative, Parasvati’s energy extends deep within umbrella or standard is quite a disgrace.
the veins of painters, actors and musicians. She
is often depicting as a flowing river—a When the Royal Chariots are brought to battle, only the
manifestation of her ability to endlessly supply Maharajah’s finest warriors are allowed to ride them.
society with the most powerful and essential Often these are nobles of lower ranks, like Avars, but
elements of knowledge and inspiration. sometimes a warrior who has proven himself in battle
Paraswati is a lithe, gorgeous woman often may be allowed to ride with them. Being allowed to
appearing with flawless pearl-tinted skin, finely- fight from one of the Royal Chariots is a glorious
combed jet black hair and dressed in the purest honour indeed.
white clothes. As a Goddess with the
knowledge and experience of the culmination of
M WS BS S T W I A Ld
reality, she exudes a confidence born of the
fullest proficiency and understanding. Her Royal Chariot - - - 5 4 4 - - -
demeanor inspires those that witness her Charioteer - 4 3 3 - - 4 1 8
presence even more than viewing her beautiful Warhorse 8 3 0 3 - - 3 1 -
form does. For millennia she has provided the
outlets for humanity’s most noble and selfish TROOP TYPE: Chariot (Armour Save 5+)
pursuits.
SPECIAL RULES: Noble Caste.
47
BENGAL RIDERS
In the thick jungles of Ind lie ferocious predators – These men live in the jungles themselves, revering the
huge hunters that have been known to bring down men, tiger like the animal of the Devas, and have nothing but
orcs, ogres, and more. These predators are the Bengal the utmost respect for them. The Bengals themselves
Tigers, exceptionally strong and ferocious cats. To own have learned that these people are of no danger to
one of these great beasts means that you gain both them, and so co-exist peacefully together, gladly
recognition in the land, and an incredible beast of war accepting any offering of food they bring.
capable of breaking armies almost single-handedly, and
for this reason Maharajahs desire these beasts. Bengal Riders are sometimes used in the Indan armies
as shock troops, easily able to tear a man limb from
Bengals are usually the top animal predators in their limb. While the rider is lightly armoured, the beast
territories, and have been known to kill bears, itself is dangerous enough on its own and difficult to
crocodiles, giant snakes, wolves, and even other great bring down due to its size. Stalking stealthily through
cats. Even humanoids are far from safe, especially in the jungle canopy, the charge of the Bengal Riders can
cases where a Bengal has developed a taste for be absolutely devastating for an enemy, suddenly beset
humanoid flesh. Bengal Tigers prefer terrain with by teeth and claws.
plenty of cover and proximity to water as their hunting
grounds. M WS BS S T W I A Ld
Bengal Rider 4 3 3 3 3 1 4 1 7
While the Bengal Tiger itself is a fearsome predator, its Bengal Master 4 3 3 3 3 1 4 2 7
strength and ferocity pales in comparison to that of the
Bengal Tiger 8 5 0 5 4 3 4 3 -
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.
TROOP TYPE: Monstrous Cavalry.
They can grow to immense sizes, much larger than that
of normal tigers, and can even be used as mounts by SPECIAL RULES: Lowborn Caste, Fear, Forest
those brave or skilled enough to tame them. Strider, Devastating Charge (Bengal Tiger only).

48
VANARAS
In the jungles of Ind, the Vanaras resides; a race of who then becomes the enemy of the entire clan. They
clever, agile beastmen with a passion for battle to value learning, both experimental and academic, and
harness their skill. Vanaras are intelligent, simian most possess a burning curiosity about the world.
humanoids who live in deep forests and jungles. They
are both agile and clever, but saddled with boundless Able to scale the tree tops and other various obstacles
curiosity and a love of pranks that, while normally with ease, the Vanaras make excellent scouts and
harmless, hinder ingratiation with those they encounter. infiltrators and often act as a vanguard for an Indan
army. Equipped with quarterstaffs, blowpipes shooting
A Vanara's body is covered in a thin coat of soft fur, darts covered in venom extracted from the animals of
and individuals with chestnut, ivory, and even golden the jungles, the Vanaras move ahead of the army and
coats are common. Despite its fur, a Vanara can grow ambush any unsuspecting enemies ignorant enough to
lengthy hair on its head just like a human, and both move through the forests they inhabit. They are able
male and female Vanaras take pains to wear elaborate warriors, so it is no wonder that princes past and
hairstyles for important social functions. All Vanaras present have brought them gifts of food in order to
have long, prehensile tails and hand like feet capable of persuade them to fight for them in times of war.
well-articulated movements. Vanaras live in large, tree-
top villages connected by rope-bridges and ladders. M WS BS S T W I A Ld
Homes are carved out of trees but usually left open to Vanara 5 3 3 3 3 1 5 1 6
the elements except for woven leaf canopies and Monkey Paw 5 3 3 3 3 1 5 2 6
overhangs. They clothe themselves as humans do,
generally leaving their feet bare and allowing room for
TROOP TYPE: Infantry.
their tails. Their hands and feet are nearly identical,
allowing them to climb rapidly should the need arise.
SPECIAL RULES: Skirmishers, Scouts, Forest
Despite frequent attacks on their civilization by ogres, Striders.
Vanaras are open and friendly, curious about both their
neighbours and strangers. They take family life quite Blowpipe: A common weapon of the Vanaras is the
seriously, and are fiercely protective of even remote blowpipe. Shooting darts often tipped in lethal venom,
relatives. These intense and elaborate family bonds it is a weapon able to take down the toughest of foes.
lead to trouble when a distant relation makes an enemy
A blowpipe uses the following profile:

Range: Strength: Special Rules:


12" 3 Multiple Shots (2),
Poisoned Attacks

HANUMAN,
GOD OF THE VANARAS
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 sun-
god Syrua. 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.

49
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 self-
indulgence 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 While travelling to the lands of distant Cathay, I
first passed through the strange land of Ind. What
unfathomable, but offerings are left. These creatures wonders I've seen! Fabulous temples, great white
are rarely seen, yet cautionary tales are told up and beasts with trunks and tusks, and that walk on four
down the Kingdoms of Ind, and offerings of meat and legs, birds of every colour, and the cuisine... It takes
rice are made to keep them at bay at roadside shrines my breath away just thinking about it. Anyway,
wherever the path passes through, or near the shadowy while in Ind, my company had the misfortune of
forest in the hope of appeasing them. being attacked by an odd race of creatures. I believe
they are somehow related to our own Beastmen, as
At times, the Rakshasa emerge from their dwellings in they combined the features and form of both Man
the forest to seek battle. If given enough offerings, they and beast. But these vile creatures were different.
are prone to side with the Indans, realising sparing the They had the heads of great cats—larger versions
than the ones stalking the night streets of our grand
humans would suit their best interest for future
Empire—mounted on a naked Human body.
conflicts. After all, the Rakshasa care little whom or
Stranger still, while we fought for our lives, our
what they are fighting, as long as there is something to native guides just dropped prostrate to the ground,
do battle against. While they do not join the battle line ignoring our cries for help, unmindful of the beasts
of the Indan armies, they stalk the underbrush, hidden as they tore through us and our guides alike.
away from sight until the opportunity presents itself for Luckily, through my own skill with the sword and
them to strike. When they do so, they attack with the pistol-fire from my companions, we beat back
lighting speed, catching the soon-to-be doomed enemy the rude host, sending them scurrying into the
unawares. woods. After, I flogged our guides, remonstrating
them for their cowardice, as any master should.
Weeks later, I learned that these creatures are
M WS BS S T W I A Ld something akin to holy spirits to the natives, and
Rakshasa 6 4 0 4 4 1 4 1 7 that if we injured any, we should be on the lookout
Tigerclaw 6 4 0 4 4 1 4 2 7 for an attack. Thankfully, I ended their service when
we returned to town. It's odd though, I've been
TROOP TYPE: Infantry. experiencing stomach distress... probably caused by
this infernal fare they pass for food."
SPECIAL RULES: Skirmishers, Forest Striders, - Leopold Riogillo, Merchant Prince of Verezzo
Ambushers, Hatred.
50
KALARATRI
The goddess Kali-ma, often known as the Dark The Kalaratri, or "The Black Ones", are the offspring
Goddess, presents a fearsome aspect to the world of of the Goddess of Annihilation, the fiercest of the
Ind. She is the female counterpart of Shaivi in many Devas and perhaps most feared of them all, those who
ways, clad in serpent bracelets, a necklace of severed brings death to all so that the cycle of life can continue.
heads, a girdle of human arms, and little else. Kali The Kalaratri guard the Cavers of the Skull, killing any
fights demons, but with such ferocity that she threatens creatures they see and offering them to Kali on blood-
to destroy everything around her, including the stability soaked altars. They guard the portals out, and no one
of Ind. She is depicted as a black-skinned, wild-haired can leave without first slaying a guardian. Dark
denizen of the cremation ground, companion to jackals whispers say that particularly brutal murders draw the
and spirits. attention of Kali herself, and that, if impressed, she
makes the killer into a Kalaratri.
The goddess Kali-ma is quite a contradiction. She's a
creator and a destroyer, a builder and a demolisher, The Kalaratri are truly terrifying. They are divinity
She gives birth to children and then eats them, takes a distilled in a half-naked, four-armed figure loosely
husband and then destroys him. She's a loving and circled by a belt interwoven with human hands and a
hating mother, a brutal and gentle power who reveals necklace made of human skulls. A third red eye
the beauty of life and death even as she takes them strengthens their fearsome stare. In many ways they are
apart – literally. cremation personified – a burning, insatiable psyche
raging from inside an emaciated and blackened body
In her realm the Caverns of the Skull, there is no death. that consumes all in their path by swinging both sickles
Any petitioner who meets his end is reborn soon after, and swords in each of their arms.
so that he may live to kill again (that's what they do
best). The realm itself is a tangle of tunnels that open M WS BS S T W I A Ld
and close at Kali's whim, a place of black rock and Kalaratri 4 4 3 3 3 1 4 3 7
gloomy caves lit by flickering torches that glow ruddily Dark Eye 4 4 3 3 3 1 4 4 7
in the dank air. Chants go on day and night, praising
Kali as the highest possible form of divinity, and the
TROOP TYPE: Infantry.
murmurs resound eerily throughout the tunnels. It's
said that any who dares to enter the Caverns of the
Skull best watch his back.
SPECIAL RULES: Deva.

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.

51
MARUTS
Maruts are creatures created out of the wind. They Maruts primarily target those mortal souls who have
serve as troops for the gods, particularly Vaishna and artificially extended their lifespans beyond what is
Durda, and are often led by one of the Devas of air feasible for their race, such as liches and other
when they enter battle. Maruts live in the clouds and powerful magic users. Extraordinary but natural means
help create weather for the gods. of cheating death are sometimes also punished, such as
the magistrate who murders an entire starving town to
These humanoids are mostly hidden behind plates of save himself, or those who foresee their own deaths via
elaborate golden armour, the spaces in between divination magic and are therefore able to avoid them.
revealing flesh of black stone. They wield mighty Although they are capable of speaking eloquently in
maces that can crush armour with ease, and carry large any language, and frequently gather vast amounts of
shields to wither any onslaught. Massive brutes, they information from those who are intimidated by their
can withstand punishment that would fell a normal man mere presence, Maruts rarely engage in conversation or
several times over. Only the foolhardiest of foes would strategic alliances with mortals. Even on the battlefield,
think of attacking a unit of Maruts in field of battle, for these juggernauts prefer to remain silent, knowing that
they will likely be smashed aside like wave upon rock. their targets are already aware of their own
transgressions and that all mortals secretly harbour
Juggernauts of onyx and golden armour, Maruts shake dreams of immortality.
the ground when they walk, each thunderous step
ringing a death knell for those they’ve come to take. M WS BS S T W I A Ld
Rarely seeming to hurry, a Marut’s onslaught is Marut 4 4 0 4 4 1 1 1 7
deliberate, purposeful, and relentless. Its quarry may Storm Chaser 4 4 0 4 4 1 1 2 7
impede it or flee, running for decades or centuries, but
from the initial meeting onward, the target must always TROOP TYPE: Infantry.
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 SPECIAL RULES: Deva.
inevitable oblivion.
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 Asura of
Drought. The powerful ichor-infused drink
strengthened his power.
From atop the great white elephant Airavata he
carved open the Asura’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
Vaishna, Brahmir, and Shaivi. His strength, while
still apparent to those who looked upon his
massive form, had fallen into disuse before the
Asuras 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.

52
GARUDAS
Garudas are noble, birdlike creatures that inhabit on some sedge grass, and the Nagas freed Janasini
rugged hills. While they remain detached from from servitude. But when the Nagas tried to drink from
humanoid societies, they are impetuous and gallant, the bowl, they cut their tongues on the sharp grass, for
often serving as protectors of nearby communities. as Sudachala and Gruhastha had planned; the god had
Known as the scourge of serpents, the Garuda are whisked the true elixir away, leaving only an illusion in
fierce and determined creatures, feared even by some its place.
of the Deities. These winged creatures have clawed
hands and bird’s talons. Large, glinting eyes and a Garuda's many children has since then been soaring the
serrated beak dominate their avian faces. Their feathers skies around the many mountain ranges of Ind, mainly
display shadings of rusty red and deep green. Their feeding upon many of the large snakes inhabiting the
torso is a golden tan, and they wear loose robes jungles. The people of Ind generally see them as a good
accented by fine jewellery. With the body and limbs of omen, as the Garuda protect them from slithering
a man, and the head, beak and talons of an eagle, the beasts.
Garuda possesses great ferocity and a proud heritage.
When it calls for it, the Garudas often go to battle with
Garudas are distant descendants of the goddess the armies of Ind, flying over their banners, ready to
Janasini, the mother of birds. Legend tells that Janasini tear at the flesh of their foes. Why they bother to do
made an unwise wager with her sister Ravithra, the this, there are several theories. The peasantry believe
goddess of Nagas and snakes. Ravithra cheated, and them to do so out of goodness for their worshippers,
Janasini lost and became the slave of Ravithra's Naga while the more cunning generals are inclined to think it
children. Sudachala, the first of Janasini's Garuda true due to the heaps of snake meat offered to the
children, offered to complete any task to free his Garuda as thanks for their services.
mother. The Nagas demanded a legendary bowl of
nectar said to rest atop the tallest mountain in Vudra. M WS BS S T W I A Ld
Sudachala flew to the mountain and overcame many Garuda 4 4 0 4 3 1 5 2 7
obstacles to retrieve the bowl, as detailed in the Blood Beak 4 4 0 4 3 1 5 3 7
AzvaDeva Pujila.
TROOP TYPE: Infantry.
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 SPECIAL RULES: Deva, Fly.
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,
Vaishna 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.

53
GANESHANS
The elephant-headed son of Shaivi is the most popular existence. Shaivi replaced the head with the nearest one
of the Devas, for he brings luck and joy to the people available – that of an elephant’s. Ganeshan is also
who worship him. He blesses those who are faithful, known for his scholarship, at which he excels above all
making their aim true in the heat of battle, and gives the Gods. From his studies, he is often sought after as a
them good fortune whenever they might need it. As the guru and an advisor, using his vast knowledge to aid
God of good luck and wisdom, his name is invoked others in overcoming any problems.
before any major undertaking, even before the names
of Vaishna, Brahmir or Shaivi. He must be appeased Ganeshan has four arms, often seen holding his noose,
before any other god is approached, so he acts as an conch, lotus and a sweet dumpling. Ganeshan, along
intermediary between worshippers and the pantheon. with his avatars, are hearty and robust figures,
survivors after many brushes with the Asuras. These
He is the god of doorways and portals, and also the god creatures stomp furiously in battle, bellowing through
who removes all obstacles. He is the patron god of their trunks while smashing foes left and right with
learning and study, prayed to by all students, and is their many arms. As avatars of Ganeshan, they also
likewise the god who protects all temples. Every possess his power of fortune, able to bless themselves
human temple to any deity will also have a small shrine and other with good luck to gain the upper hand when
to Ganeshan. needed.

Ganeshan teaches that earthly delights, such as the M WS BS S T W I A Ld


indulgence in eating that his massive belly symbolizes, Ganeshan 6 4 0 4 5 3 3 4 8
are not a hindrance to spiritual pursuits. He is consulted Tusk Breaker 6 4 0 4 5 3 3 5 8
before trips or establishing new businesses, and he is
invoked in other important ritual undertakings, TROOP TYPE: Monstrous Infantry.
particularly weddings and births. He is worshipped
with offerings of fruits and vegetables to assuage his
massive hunger. SPECIAL RULES: Deva, Impact Hits (1).

According to legend, Ganeshan received his elephant Fortune Finders: Ganeshans may re-roll failed rolls of
head shortly after birth, when a malevolent daemon 1 when rolling To Hit, To Wound, and when taking
cursed the young Ganeshan by wishing his head out of armour saves and Ward save.

54
NAGAS
The Nagas are among the strongest of the minor number of retreats, migrating from one to the next with
Avatars of Ind. Among the citizens of Ind, the Naga are the changing of the seasons. These Nagas keep
among the most highly worshipped, seen as holy and elaborate summer and winter lairs, with several
beautiful creatures where a man of the Empire would favoured shelters positioned between these so they can
be more likely to see a monster. Some even say they make a circuit of familiar rivers and coasts throughout
are the descendants of a once great underwater the year. Fiercely territorial when it comes to their
civilisation, whom have risen to the surface to protect lairs, water Nagas typically attack any that intrude
the weak and the pure followers of the Gods. upon their sanctuaries, only bothering to question
interlopers once such creatures have been weakened by
Human-like torsos atop the body of a snake, with four poison, if at all.
arms each carrying a weapon, these beings are
incredibly dangerous and tough to bring down. They The Naga usually live solitary lives, hunting over
have glittering scales and grow to an adult length of ten smaller areas. They favour dwelling in a deep hole, but
to twenty feet. Their lidless eyes are bright and wide, are sometimes found curled up in ruins, where they are
almost luminescent, and their spines are armoured with often protectors of treasures or artefacts for centuries.
sharp triangular extensions that grow in a line from the Enigmatic creatures that live in the safe shadows of the
napes of their necks to the tips of their tails. The Naga many caves and tunnels of Ind, Nagas steer clear of
are emerald green to turquoise in reticulated patterns open spaces where they may encounter others – they
with chocolate brown and pale jade green or dark grey reveal themselves only to those which they choose.
and olive, and their spines have red spikes that rise like These chosen few are privileged to lay their eyes upon
hackles when they are angry. such strange beauty - but for most, it is the last thing
they see. While they are seemingly able to understand
Every motion of the serpent’s long form sets its and often help the locals in times of need, it is said that
brightly patterned scales and glistening fins to flashing they serve only their own rulers, whomever they may
like gems in the surf. Where many Nagas claim be, and it is always up to the Naga themselves whether
particular lairs as their homes, Nagas typically have a 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 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.

M WS BS S T W I A Ld
Naga 7 4 4 4 4 3 5 4 8
Venomtail 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: Strength: Special Rules:


36" 4 Volley Fire,
Poisoned Attacks
55
WAR ELEPHANTS
Cavalry is not unknown in Ind, and warriors on On the field, War Elephants and their riders are feared
horseback are given a significant level of respect. warriors, the Mahouts shooting at their foe from atop
However, the war elephants and their drivers, the the creatures back, before the elephant charges into
mahouts, are the prized soldiers of the human battle with the speed and strength of a thousand
kingdoms. These huge beasts roam the forests of Ind cannonballs. Many are those who have been trampled
and are incredibly strong and mighty. These large land by the elephants' enormous feet, more numerous still
animals, majestically wandering the plains in tightly are those who have fled at the very sight of them.
knit family herds, are symbols of wisdom and strength.
These thick-skinned animals bear large ivory tusks M WS BS S T W I A Ld
flanking a long, prehensile snout. Massive herbivores Mahout 4 3 3 3 3 1 3 1 7
of tropical lands, elephants are unpredictable creatures War Elephant 6 3 0 5 5 4 3 3 5
but nevertheless are sometimes used as mounts or
beasts of burden. Many of these creatures are captured TROOP TYPE: Monstrous Cavalry.
by the people of Ind who train them over many long
years to carry a large howdah upon their backs and SPECIAL RULES: Warrior Caste, Fear, Impact
fight in battle.
Hits (D3+1).
Large amounts of money are spent in the training and
Thick-skinned: The War Elephant’s thick skin,
equipping of war elephants, and their numbers dictates
combined with a hard skull gives it a 5+ Armour Save.
status for a ruler. Only the largest and brightest of
elephants become weapons of war, while most are
Stampede: If a War Elephant suffers a wound from a
simply used as workers. Likewise, only the most
ranged attack, it must immediately take a Leadership
skilled mahouts may become recognized drivers for
test. If failed, the War Elephant and its unit will move
battle, since losing control of such a beast can be
using the Random Movement (2D6) special rule in a
disastrous for one’s own army. All elephants are strong
random direction, as determined by the Scatter dice. If
individuals who cannot be controlled by just anyone.
it moves into contact with a friendly unit, it moves
Even the Mahouts guiding their mounts cannot do
through it like a fleeing unit would, inflicting D6+1
much if their mount decides not to listen to its orders.
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 significantly 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
wealthy 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.

M WS BS S T W I A Ld
Royal Elephant 6 3 0 5 6 5 2 4 6
Mahout 4 4 3 3 3 1 3 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.
56
When moving, the model always uses the Movement
characteristic of the Royal Elephant. The Royal
Elephant and crew use their own Weapon Skill, AIRAVATA, THE WHITE ELEPHANT
Strength, Initiative and Attacks characteristics when A long time ago before the ocean turned to salt, it was milk.
they attack. Each can attack any opponent that the The Devas wanted to be immortal like the deities. So they
model is in base contact with. 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
All hits upon the Royal Elephant are resolved using the their goal.
monster's Toughness and Wounds, and use its save. In
combat, enemy models attacking the War Elephant roll "Call the Devas to your aid to churn the ocean. You will
against the monster's Weapon Skill when rolling To receive the nectar and many more things," responded
Vaishna.
Hit.
The Devas were thankful for Vaishna’s advice. So they
retreated to Mount Mandara to come up with a plan. They
Apart from these exceptions, a Royal Elephant is decided to pull Mount Mandara from its roots to use as a
treated as a monster in all respects, as described in the churning rod. They tried with no results. They had given it
Warhammer rulebook. 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.
UPGRADES Vaishna then summoned his serpent Sesha, who was the king
of the serpent race. He was an immense serpent who
Mahout Expert: A specially trained rider and trainer stretched for miles and miles.
control the elephant, keeping under his control. "Sesha, go and help the Devas uproot Mount
The War Elephant may re-roll failed Stampede tests. Mandara,” Vaishna ordered.
Sesha then coiled his body against the root of Mount
Armour Plates: Thick bronze plates covers the Mandara and squeezed using all his strength. Soon enough,
Elephants head, legs and sides, giving it ample the great mountain had been removed and placed in the
protection against attacks. middle of the ocean. The Devas knew that the mountain
would sink to the depths of the ocean so they called upon the
The War Elephant’s armour save is increased to 3+. tortoise king to sit at the bottom of the ocean so that they
could place the mountain on its back and churn the
Spike Chain: A crude chain with sharp spikes in every waters. The tortoise king agreed and they needed the help of
link is drawn between the elephants tusk, shredding the asuras as well. So the Devas, the Asuras, Sesha and the
anyone it charges. tortoise king gathered around the ocean not knowing what
The War Elephant causes D6 (2D6 for Royal they were about to accomplish. They were finally ready!
"Tortoise King, please go to the bottom of the ocean
Elephants) Impact Hits on the charge.
where we will place the mountain on your back," ordered
Cindra.
Spiked Tusks: Massive iron spikes are attached to the The Tortoise King walked from the shore deeper and deeper
elephant’s tusks, making each swing all the more into the ocean to bear the weight of the great Mount
deadly. Mandara. Then Sesha coiled himself around the mountain.
The War Elephant gains +1 Strength to its Attacks. “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.
Giant Bow: A giant bow is attached to the Elephant's The Devas and the asuras churned the waters for a long
back, allowing its riders to fire large bolts through the period of time. They were becoming very weary. So
enemy ranks. Vaishna gave them the strength to continue. Then suddenly,
The Giant Bow is a bolt thrower with the following foam arose from the ocean. Many things began to
profile, and can be fired by one of the Royal Elephant's occur. Likshma, the goddess of good fortune, emerged from
crew, even if the Royal Elephant moves. 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
Range Strength Special Rules
himself. These tusks were as sharp as a blade and
36" 5 Multiple Wounds (D3) could plunge into anything. This elephant had large red eyes
the size of boulders. Cindra was pleased with what he was
Small Cannon: These small cannons are very rare in seeing.
Ind, but are sometimes attached to the howdahs. "This great elephant shall be my servant for the rest of
The Small Cannon is a Cannon with the following my days. His name shall be Airavata, signifying that he was
profile, and can be fired by one of the Royal Elephant's produced from water," Cindra proclaimed.
crew, even if the Royal Elephant moves. 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
Range Strength Special Rules hand. Their goal had finally been achieved.
48" 7 Multiple Wounds (D3) Now, Airavata was capable of producing clouds and could
soar the heavens with Cindra on his back. Back then
If a Misfire is rolled, roll of the Blackpowder Misfire elephants could fly and there were eight guardian deities who
Chart as normal; if the result is a 1, treat the Elephant reigned over the eight points of the compass. The leader of
as having lost its rider, and take a Monster Reaction all these deities is the great Airavata of Cindra…
test as normal.

57
BASILISK
In the deepest, darkest parts of the jungles of Ind lives avoid the beast’s gaze and aura while keeping up with
a great beast that strikes terror into the hearts of the it on the field. Even after training, a Basilisk is still
people who reside there, and has the power to single- very unpredictable – there have been many cases where
handedly destroy anything in its path. This is the a Basilisk has lost its trainers in the heat of battle and
Basilisk, a vicious gigantic snake monster that resides has decided to get revenge for its captivity.
in the land. These reptilian monsters possess a gaze
that enables them to turn any fleshy creature to stone. M WS BS S T W I A Ld
Basilisk 8 4 4 5 6 6 5 5 6
Known as the King of Serpents, the Basilisk can reach Beastmaster 4 3 3 3 3 1 3 1 7
gigantic size of fifty feet in length, and live many
hundreds of years. They are a living blight so inimical TROOP TYPE: Monster.
to life that they poison the very ground they walk upon,
the venom that suffuses their body and spirit capable of SPECIAL RULES: Lowborn Caste, Terror, Large
swiftly reducing verdant land to ruined waste.
Target, Scaly Skin (4+), Poisoned Attacks, Monsters
and Handlers.
Their huge bodies are covered with brightly coloured
scales from the membranous fins upon their head to the
Cold Blooded: The Basilisk rolls 3D6 for all
tip of their muscled tail; a warning of their noxious
Leadership tests, discarding the highest dice.
nature. They prowl stealthily on eight legs, and are
capable of moving swiftly enough to run down even
Aura of Vitriol: The Basilisk’s aura taints anything
the quickest prey. The most potent weapon in the
that draws near, destroying weapons and killing men,
Basilisk’s arsenal, however, is its gaze. Renowned in
its deadly power increasing with exposure.
folklore across the Old World for its lethal potency, the
Roll a D6 at the beginning of each round of combat for
sickly pale eyes of the Basilisk can focus the essence of
every model participating in a combat in which the
their poisonous soul, withering their prey until its skin
Basilisk is involved (including friendly models).
and flesh slough away.
On the first turn of combat with the Basilisk a wound is
Occasionally, a Basilisk may be captured by a
inflicted on a result of a 6, on the second turn a wound
Beastmaster to be trained for use in war. This is not an
is inflicted on a 5+, and so on to a maximum of 2+.
easy process – the Basilisk must first be captured,
Armour saves and regeneration may not be taken
which usually accounts for the life of several of its
against the Basilisk’s vitriol, although other Ward
would-be captors. After that it must be trained by the
saves and Magic Resistance may be used.
skilled Beastmasters, who must be quick enough to
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 Result
1 The target is able to avoid the Basilisk’s gaze
and there is no effect.
2-3 The target’s skin is blistered and burned by the
Basilisk. The model’s Initiative score is
permanently reduced by 1.
4-5 The target takes a single wound with no
Armour save allowed.
6 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.
58
LORD DARAHMA
God-Hero of Ind
Born as a human, Darahma was the incarnation of the Gods and Vanaras fought against the daemons in a titanic
divine, or Avatara, of the previous age to the present battle on the outskirts of Lankra. Darahma, bolstered by
one. Although this was over a thousand years before the powers of the Devas, personally sought out Narava in
the present day, a great deal of information has been the heat of battle and, after a titanic mental and physical
preserved in the Kingdoms of Ind about his age. duel, killed the Asura with his godly weapon Kodandam
and the Brahmirastra arrow. The Asura was vanquished
Darahma was born in the Kosala Kingdom, and he and and the daemonic army soon evaporated into the warp, but
his family founded many of the great cities there. Darahma’s injuries were so serious that he passed away
moments after he heard news of his army’s victory,
Dasharatha, the king of Ayodhya, had three wives and
cradled in the arms of his now-liberated wife.
four sons. Darahma was the eldest, and thus in line to
become the next king. While Darahma was all set for Darahma is worshiped as the god of virtues, morality,
coronation, his step-mother, Dasharatha’s second wife, civilization, and also the patron of archers, as the bow is
Kaikeyi, wanted her son, Bharata, to become king. his weapon. Darahma is worshiped throughout the
Before the aged king could hand over his crown to his Kingdoms of Ind, but especially in the Kosala lands where
eldest son Darahma, Dasaratha was destined to die. he once ruled.
And instead of being crowned king of Ayodhya,
Darahma is sent into exile in the forest for fourteen M WS BS S T W I A Ld
years by an intrigue in the palace and a quirk of fate.
Darahma 4 6 6 5 5 3 6 4 9
His wife, Sitra, accompanied him, unable to live
without him.
TROOP TYPE: Infantry (Special Character).
After fourteen years away from his kingdom, a huge
Asura army invaded and subjugated the island of SPECIAL RULES: Noble Caste, Unswerving
Lanka and terrorised the kingdom of Kosala. The Loyalty.
leader of this army, a terrifying Asura called Narava,
kidnapped Sitra and took her back to his new daemonic The Avatara: Darahma follows all the rules for Devas,
empire. Enraged, Darahma summoned an army of but is not subject to Divine Corporeality, and may be
Vanaras and called the Devas to war. the army’s General and use Hold Your Ground.

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.

Kodandam has the following profile:

Range: Strength: Special Rules:


30" 5 Multiple Shots (4),
Flaming Attacks

Roll a D6 for each initial unsaved Wound caused. On a


5+, the target takes another D6 Strength 4 hits.

The Brahmirastra 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 6 Hit with the Multiple Wounds (D3) rule.
59
KARISHNA
The Current Avatara
The story of Karishna begins with the current ruler of as a child living as a cowherd, he already showed great
Lakshana, Maharajah Djikah, who on the advice and and miraculous feats of skill and enlightenment power,
with the support of the Kuryan Maharajah overthrew and slew various daemons sent by Djikah to destroy
his own father to take the Panchalan throne. Thus him. As a young man he has gone off to become a great
Lakshana is currently a firm ally of the ambitious hero earning himself great fame and fortune. Djikah
Kuryans. What is not known to almost anyone is that has in turn become more and more paranoid, and has
Djikah was not in fact the previous king’s son; but ruled with ever-greater oppression, terrified that soon
rather the offspring of the previous queen in her Karishna will come back to Mathura to destroy him.
congress with an Asura Daemon named Kalanemi.
Thus Djikah is a profoundly powerful but also unholy As the Avatara, Karishna is immensely powerful,
king. wielding the Sudarshana Chakram of Vaishna himself.
He is determined to rid the world of the Asuras, and is
It was prophesied to Kansa that the god Vaishna would gaining followers every day to help him succeed in his
bring forth a Chosen One into the world, an “Avatara”, endeavour. With the oncoming storm, Karishna might
who would kill him, and that this Avatara would be be Ind's best and possibly only hope for survival
born from Djikah’s sister Devaki. To avoid this fate, against the daemons that seek to end the world, and
Djikah slew the first six of Devaki’s children, her everyone in it.
seventh appeared to have miscarried, though in fact she
had secretly arranged to have it look that way and the M WS BS S T W I A Ld
son, Balarama, was spirited away so that he might Karishna 4 7 6 5 5 3 7 4 9
survive. At this point, Djikah had Devaki imprisoned,
but she became pregnant again by miraculous TROOP TYPE: Infantry (Special Character).
conception, and after this divine birth she managed to
smuggle the child away from her prison to be raised by
MAGIC: Karishna is a Level 2 Wizard who uses
cowherds in the forest village of Vrindaban.
spells from the Lore of Light, Lore of the Heavens or
This child was named Karishna, and he is the Avatara Lore of the Devas.
who is destined to slay Djikah, and to go on to become
the greatest hero and spiritual teacher of this age. Even SPECIAL RULES: Noble Caste, Unswerving
Loyalty.

The Avatara: follows all the rules for Devas, but is not
subject to Divine Corporeality, and may be the army’s
General and use Hold Your Ground.

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. Shaivi’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 Shaivi 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.

60
URJANA
Master of the Bow
Out of all Pandavas and Kauravas, Urjana had immense SPECIAL RULES: Noble Caste, Unswerving
liking for the sport of bow and arrow. He practiced this art Loyalty, Sniper.
with great concentration and perseverance. Soon he
became the best in this art. MAGIC ITEMS:
During the Indan Civil War, Urjana's main target was the
Gandvia (Magic Weapon)
mighty Narak, who unknown to him, was his own half- A powerful celestial bow, originally used by Brahmir
brother. Urjana had many grudges against him and this but later passed down to other gods, until the water
was the time to take revenge on Narak. Both let out god Varuna gave it to the human prince Urjana.
powerful weapons of great speed for a long, long time. Gandvia is an ornate bow made of solid (but strangely
Both warriors knew very well that only one among them flexible) oak. The bow is decorated with hundreds of
would survive in the end. gold bosses, and had radiant ends. It is longer than
most bows, and its drawstring is fashioned from the
A fierce duel took place between the two brothers. At one thread of fate itself.
point, Urjana's arrow struck Narak's Chariot, hurling it
several dozen feet away. Narak's arrow too struck Urjana's Gandvia has the following profile:
chariot but displaced it only by a short distance. They
were both equal in skill, so much to the point where their Range: Strength: Special Rules:
arrows would collide in mid-air time and time again. 30" 4 Killing Blow
Seeing that Urjana could not be defeated by means of Kaustubha (Talisman)
ordinary weapons, Narak used his Nagastra, a magical Kaustubha is a divine jewel - the most valuable stone
weapon inhabited by the spirit of a Naga whose mother
in the Kingdoms of Ind. It shines with a light so
was killed by Urjana years ago. The spirit made it the
radiant, that anyone attempting to strike the wearer
weapon infallible, but Narak did not want Urjana to be
killed by anyone else's might except his own. Hence, he will find themselves completely blinded.
refused to use the Nagastra again on Urjana. Urjana then
shot a volley of arrows piercing right through his armour, Any Close Combat attack targeted against Urjana will
cutting off his earrings, hitting all his vital organs. Narak only ever hit him on the roll of a natural 6.
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
Urjana to wait until he could free his chariot from the soil,
as was the custom of battle. Urjana lowered his arrow, but
then thought 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 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.

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

TROOP TYPE: Infantry (Special Character).


61
MHOGLI THE BEASTMASTER
The tale of Mhogli the Beastmaster is a strange and M WS BS S T W I A Ld
disturbing one. As a young hunter, Mhogli went into Mhogli 5 5 5 4 4 2 5 3 8
the jungles of Khuresh to earn a reputation and gain Sher Khana 8 5 0 5 5 4 5 4 7
honour and prestige in the courts of his homeland of
Singha. He did not return for twelve years.
TROOP TYPE: Monstrous Cavalry (Special
Character).
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 SPECIAL RULES: Lowborn Caste, Terror,
lurked in Khuresh. His arm had been transformed into Beastmaster.
the claw of a tiger, and faint stripes now outlined one
side of his body. Most remarkable of all these changes, MAGIC ITEMS:
however, was his new-found affinity for beast-taming. Beast's Bane (Magic Weapon)
Seeing that the beasts of his stables loved Mhogli, the This spear has been crafted out of the teeth of a vicious
Maharajah of Singha decided to hire him as his beast- Khureshian cat-beast. Its barbed teeth can easily
trainer and hunter. penetrate the skin of a man or a monster, and can do a
great deal of damage when it is removed as it tears
Mhogli still lives to this day, training the beasts of the flesh from bone.
Maharajah and venturing around the lands to slay the
foul beasts that lurk there. Most recently, he has Spear. All attacks made by the spear have the Armour
captured a monstrous tiger named Sher Khana, who Piercing and Multiple Wounds (D6) special rules.
was terrorizing the eastern villages and cities of Ind
until Mhogli captured and trained it. In battle, Mhogli Helmet of the Dark Beast (Magic Armour)
rides upon this titanic cat, and the combined force of This helmet has been created from the skull of one the
hunter and beast is near-unstoppable. 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 re-
roll 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
seven-headed 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 or whom he feels
are disloyal (which is most people, Deva or
mortal 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 whom he perceives as
failures.

62
PARASHURUMA
The Holy Slayer
Born in a small village, Parashuruma grew into a great his thirst for blood for a while, joining the armies of
warrior, and pleased Lord Shaivi after slaying a tribe of Ind in defence of his homeland. Even so, any member
vicious Beastmen. As a blessing, he was granted the of the Kshatriya caste better watch out, lest it be their
power of regeneration, able to swiftly recover from any head that is lopped off their shoulders.
injury and even reattach lost limbs, making him a
fearless warrior. Along with this, he was given the M WS BS S T W I A Ld
Parashu of Shaivi, the axe which he is known for Parashuruma 4 6 5 4 4 2 5 3 8
today, as well as.
TROOP TYPE: Infantry (Special Character).
Once, a king by the name of Kartavirya visited the
village led by Jamadagni, Parashuruma's father, along
SPECIAL RULES: Warrior Caste, Hatred,
with his army during the course of a hunting trip in the
forest. Jamadagni arranged to feed his guest and his Immune to Psychology, Regeneration.
vast army with the help of his divine cow. Amazed at
this, the king became greedy and wanted the cow to be Head-taker: For ever character killed with a Killing
given to him. Jamadagni refused, saying that the cow Blow by Parashuruma, the Ind player receives +100
was required in the performance of religious rites. The Victory Points.
king sent his soldiers and forcibly took the cow away
to his city. MAGIC ITEMS:
Parashu of Shaivi (Magic Weapon)
Returning home and hearing this, Parashuruma was The axe used to find and eliminate corrupt rulers that
infuriated and travelled to the royal palace. were in control of nearby kingdoms. It can cut through
Brandishing his axe, he decimated its guards and killed the toughest of opponent with little opposition, and
the mighty King Kartavirya, retrieving the calf. When have a special tendency to go for their necks.
he returned home, his father was pleased, but seeing
the blood stained axe of Parashuruma, also concerned. This axe gives Parashuruma +2 to his Strength. In
He cautioned his son he must be aware of wrath and addition, he gains the Killing Blow special rule, which
pride. Parashuruma accepted the reprimand of his takes effect on a 5+ rather than a 6+.
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 sage 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 war-
mongering 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

63
KARMA (Lore Attribute)
Karma represents the totality of one’s action in the

LORE OF THE great fabric of the world, a delicate manoeuvring


through the mysteries of fate.

DEVAS 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.

TANTRA (Signature spell) Cast on 5+ 4. BOLTS OF CINDRA Cast on 9+


By concentrating on his gods, the primal forces Summoning the power of Cindra, the Guru calls down
controlling existence create an aura of energy around bolts of lightning to scorch his foes.
the Guru that stimulates the surrounding area.
Bolt of Cindra is a direct damage spell with a range of
Tantra is an augment spell with a range of 24". The 18". Roll a D3; this is the number of bolts summoned.
target unit gains the Always Strike First special rule Place this number of small templates anywhere within
until the start of the caster's next Magic phase. The 24" of the Guru (but at least 1" apart). Each template
Wizard can choose to have this spell affect all friendly will scatter D6+2". Any model touched by the template
units within 12". If he does so, the casting value is takes a Strength 4 hit, while any model under the hole
increased to 10+. 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
1. CREATION OF BRAHMIR Cast on 6+ 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 Cast on 10+
Creation of Brahmir is an augment spell with a range Drawing upon the power of the Goddess of Death, the
of 24". The target unit gains +1 to their Strength and Guru channels the pure essence of death.
Magical Attacks until the start of the caster's next
Magic phase. The Wizard can choose to have this spell Curse of Kali-ma is a direct damage spell with a range
affect all friendly units within 12". If he does so, the of 12". One chosen enemy model must take a
casting value is increased to 12+. Leadership test. If failed, the model suffers D6
Wounds, with no saves of any kind allowed. The
Wizard can choose to extend the range of this spell to
2. GANESHAN'S BLESSING OF FORTUNE 24" instead. If he does so, the casting value is increased
Cast on 6+ to 13+.
Summoning the power of Ganeshan, the Guru blesses
his followers.
6. INVOCATION OF SHAIVI Cast on 18+
Ganeshan's Blessing of Fortune is an augment spell The most powerful mudra symbolizing the pure force of
with a range of 24". The target unit may re-roll D3 dice Shaivi, this mudra allows the Guru to channel the raw
that directly affects them until the start of the caster's destructive force of Shaivi as the Destroyer of worlds.
next Magic phase. The Wizard can choose to have this
spell affect all friendly units within 12". If he does so, Invocation of Shaivi is an augment spell with a range
the casting value is increased to 12+. 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
3. SACRED SHIELD OF VAISHNA Cast on 9+ range of this spell to 36" instead. If he does so, the
Calling upon the power of Vaishna, the Guru protects casting value is increased to 21+.
his followers.

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+.

64
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 One use only. The Brahmirastra may be used in the
Magic Weapon Close Combat phase. When it is used, place the large
template over the centre of the model carrying it. Any
Perhaps one of the most devastating weapons in model touched by the template (excluding the wielder)
creation, belonging to the death-goddess Kali-ma, it takes a Strength 10 hit that causes D6 Wounds.
has the capacity to utterly annihilate anything that its
wielder wishes. It never misses, and completely THE VAJRA 70 points
destroys whatever its wielder desires when fired. It Magic Weapon
could even be used to end all life on the entire world in
an instant. This weapon is so powerful that if anyone The Vajra is one of the most powerful weapons in Ind,
even tries to touch it who is unworthy of it in Kali-ma’s said to have belonged to the king of the gods, Cindra.
eyes, that person will be instantly and irrevocably This weapon was made from the bones of sage
disintegrated. Additionally, it can never be used for Dadhichi after he died to defeat the Daemon Vratri.
any purpose that is contrary to the divine wishes of The Vajra has the power to summon bolts of lightning
Kali-ma’s consort, Shaivi; it will not work for anyone at will, which can then be thrown to devastating effect.
who attempts to do so, and doing will result in the
weapon being immediately revoked, and possibly in its The Vajra can be used in the Shooting Phase. Roll a
wielder being destroyed. Thus it is only appropriate as D6. This is the number of lightning bolts that may be
a weapon against the greatest of foes. thrown this phase. The lightning bolts have a range of
24" and each causes a Strength 6 hit. Roll to Hit as
One use only. Long bow. When used, this bow normal.
automatically hits, causing D6+1 Wounds with no
armour save allowed. However, before using it, the THE KAUMODAKI MACE 60 points
wielder must pass a Leadership test. If failed, wielder Magic Weapon, Vaishna only
suffers D6+1 Wounds with no armour save allowed
instead. He may still attempt to use it next turn if he This blessed mace is said to be the divine weapon of
wishes, following the same procedure. the preserver god Vaishna himself. Crafted at the dawn
of time by the preserver god himself, it is filled with the
SUDARSHANA CHAKRAM 80 points power of a thousand stars, and it was given the highest
Magic Weapon, Vaishna only blessing by the god himself before he brought it down
to earth. Anyone who wields it finds themselves filled
Sudarshana Chakram is a spinning, disk-like super with untold power and is imbued with the strength and
weapon with one hundred and eight serrated edges skill of the greatest of the heaven dwellers.
used by Lord Vaishna. According to the Puranas,
Sudarshana Chakram is used for the ultimate The wielder of the Kaumodaki gains Strength 10. Roll
destruction of an enemy. a dice for each initial Attack that hits. On a 4+, it
causes another hit.
Sudarshana Chakram may be thrown in the Shooting
Phase. It has a range of 18". Target 1 enemy model TRIDENT OF DESTRUCTION 50 points
within line of sight and roll to Hit as normal. If the Magic Weapon, Shaivi only
attack hits, place the 3" template over that model. Roll
a D6 and the Scatter dice to determine in which This vicious trident was wielded by the destruction god
direction Sudarshana Chakram moves. Any model Shaivi, who has used it to fulfil his grim duties of
passed over by the template suffers a Magical Strength bringing death and destruction to the universe. This
5 hit with the Armour Piercing special rule. steel trident never tarnishes, its pronged heads seeming
to gleam brightly against any ray of light. One who
THE BRAHMIRASTRA 75 points wields it is able to slice hearts from bodies and heads
Magic Weapon, Brahmir only from necks as if they were insubstantial, and if a foe
merely touches its blackened blade, their screaming
This is the Staff of Brahmir, one of the most powerful soul are drawn agonizingly out for the destruction god
weapons in creation. It is said that when the to feast upon.
Brahmirastra is discharged, there is neither a counter
attack nor a defence that may stop it. The land where The Trident may be used as a halberd in Close Combat,
the weapon is used becomes barren for eons and all and be thrown like a javelin in the Shooting phase (and
life in and around that area ceases to exist. may be used several times in this way). In addition, the
wielder gains the Heroic Killing Blow special rule.

65
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 The handle to Kali-ma's flail is a large human bone
all of creation, after which all other swords are cast in iron, usually a femur. Thin chain links made of
modelled. The Devas approached Brahmir, the creator blackened steel connect to three flail heads that are
of the universe, and protested against the unjust rule each in the form of a black claw, the points of them
and evil doings of the Asuras. Hearing the protest from extremely sharp.
the Gods, Brahmir collected sacrificial objects and
proceeded to perform a grand sacrifice with the This flail gives the wielder +2 Strength in the first
foremost of the Devas at the side of the Mountains of round of combat, and +1 Strength at other times. In
Heaven. During the course of the sacrifice, a dreadful addition, he gains the Poisoned Attacks and Armour
creature sprang from the midst of the sacrificial fires Piercing special rules.
scattering flames all around. It was as though a moon
had arisen in the midst of the stars. He was coloured
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 THE KAVACHA 50 points
afterward given to great human sages in all successive Magic Armour
eras.
The Kavacha was once the armour of Narak, but
The wielder of this Sword gains +1 To Hit and +1 To Cindra, the king of the gods, tricked Narak into give it
Wound, as well as Flaming Attacks. If he rolls a to him, so that Urjana, Cindra's son born as a human
natural 6 when rolling To Wound, the attack is done on earth could slay him in the Kuryakshetra War. It is
with the Multiple Wounds (D3) special rule. 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
GAUNTLET OF IGNI 45 points means.
Magic Weapon
GUARDIAN AMULET 45 points
This gauntlet was given by the fire god Igni to the Talisman
princes of Ind. It burns with an everlasting flame that
flickers onto its bearer’s weapons and scorches all who This mysterious amulet was found many years ago in
would dare attack its wearer. This flame can even be an ancient temple, most likely an artefact of Vaishna. It
propelled towards a foe, causing spectacular results as is a very powerful talisman that protects its wearer
the holy fire dances and storms around the enemy, from harm. But its power isn't constant and will
trapping them in an attempt to protect he who is weaken from constant strain, sometimes to the wearer's
blessed by the fire god. demise. It has since passed from ruler to ruler, each
hoping they will be protected by it long enough for
Pata. If used with an Extra Attack, each Hit with this them to vanquish their foes.
weapon inflicts an automatic Flaming Strength 4 Hit on
the enemy in addition to the normal Hit. If used with The Guardian Amulet confers a 2+ Ward Save. Roll
Parry, every attack that hits the wearer in Close separately for every wound suffered. For every
Combat causes the enemy model who struck the blow successful save you make, the Ward Save will weaken,
to suffer a Flaming Strength 4 hit. In addition, the so after one save it will be a 3+, after two saves a 4+
wearer gains a 2+ Ward save against Flaming Attacks. etc. 6’s always saves the wound.
66
HOLY CENSER 35 points MASK OF GANESHAN 40 points
Arcane Item Enchanted Item

Censers are an important part of the worship of the This elephant-shaped mask bestows the power of
Indan gods – in the temples, they are used to spread Ganesha, god of luck and riches, onto the bearer. It
the fragrant smell of incense throughout the whole gives its wearer unbelievable luck as attacks and
room and send worshippers and zealots into holy effects that would usually harm them are dissipated,
euphoria as they feel the sacred essence of the gods stop in mid-air or turn into small elephant-shaped
flow through them. In battle, they are filled with coins, and failed attacks somehow swing back up and
enchanted wood and magical lotus flowers, and they hit their mark.
can be used to invoke the gods’ deadliest powers.
The wearer of this mask may re-roll failed rolls of 1
When the bearer casts spells with Irresistible Force, he when rolling To Hit, To Wound, and when taking
may ignore the roll on the miscast table on the D6 roll armour saves and Ward saves.
of 4+.
HOLY STANDARD OF THE DEVAS 100 points
PRAYER BEADS 5 points Magic Standard
Arcane Item
This standard was woven with strings is said to be
These golden prayer beads can be used by the bearer blessed by every one of Ind’s vast collection of gods,
to call upon the power of the gods to boost his magical washed in the sacred waters of the River Ganga, and
abilities. By turning one of the beads on the necklace intertwined with the finest gemstones and diamonds
thrice and by calling out prayers to one of the gods for that could be found. It is a beacon for all the free
aid, the sorcerer’s magical abilities can be enhanced peoples of the Kingdoms of Ind and reminds them of
by the gods. the glories they have achieved against the foul forces
of Destruction. Its glittering patterns and shining
Once use only. When attempting to cast a spell, a Guru brilliance dazzle the foe and inspire the warriors
may choose to use a Prayer Bead to add +1 to the total carrying it to amazing deeds of bravery. Carried only
casting value. A Guru can buy as many of these as he the bravest soldiers in a ruler's servitude, each man
wish as long as he has points available, and several fighting under this banner would take upon themselves
Prayer Beads may be used for a single spell. In the role of dying for their lord in a challenge against
addition, Prayer Beads does not stop the Guru from any foe.
taking another Arcane Item.
All models in the unit carrying this banner are
AMRITA, NECTAR OF THE GODS 50 points Stubborn and gains a 5+ Ward save.
Enchanted Item

According to the legends of the Asuras, amrita is the


substance stolen by the Devas from their beloved
master, Vratri. The reason for this theft was the chance
to obtain immortality and Godhood, something only
bestowed upon by Vratri himself to his doting
followers. This greatly angered the Asura, 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.

One use only. The bearer may drink from the Amrita at
the start of any phase. When he drinks from it, he
regains all lost Wounds and gains the Regeneration
special rule until the start of his next turn.

67
68
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.

69
USING THE ARMY LIST UNIT CATEGORIES
The army list is used alongside the 'Choosing an Army' As described in the Warhammer rulebook, the units in
section of the Warhammer rulebook to pick a force the army list are organised into five categories: Lords,
ready for battle. Over the following pages you will find Heroes, Core Units, Special Units and Rare Units.
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 ARMY LIST ENTRIES
that will form your army. Amongst other things, they Each army list entry contains all the information you
will tell you what your models are equipped with, what need to choose and field that unit at a glance, using the
options are available to them, and their points costs. following format:

RAJPUTS 3 points per model


Profile M WS BS S T W I A Ld Troop Type
Rajput 4 3 3 3 3 1 3 1 7 Infantry
Naik 4 3 3 3 3 1 3 2 7 Infantry

Unit Size: 10+ Special Rules: Options:


 Warrior Caste  May upgrade one Rajput to a Naik.…………………………………10 points
Equipment:  May upgrade one Rajput to a musician……………………………...10 points
 Hand weapon  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
- Great weapons…………………………………………..2 points per model
- Shields…………………………………………………...1 point per model
 The entire unit may wear light armour……………………..1 point per model
 The entire unit may be armed with chakrams……………..2 points per model

1. Name. The name by which 3. Troop Type. Each entry 7. Special Rules. Many troops
the unit or character is specifies the troop type of its have special rules that are
identified. models (e.g. 'infantry, fully described earlier in this
monstrous cavalry' and so book or in the Warhammer
2. Profiles. The characteristic on). rulebook. The names of these
profiles for the model(s) in rules are listed here as a
each unit are provided as a 4. Points value. Every reminder.
reminder. Where several miniature in the Warhammer
profiles are required these range costs an amount of 8. Options. This is a list of
are also given, even if they points that reflects how optional weapons and
are optional (such as unit effective it is on the armour; mounts, magic items
champions). battlefield. and other upgrades for units
or characters, including the
5. Unit Size. This specifies the points cost for each
minimum size for each unit, particular option. Many unit
which is the smallest number entries include the option to
of models needed to form that upgrade a unit member to a
unit. In some cases units also champion, standard bearer
have a maximum size, or can or musician. Some units may
even comprise just a single carry a magic standard or
model. take magic items at a further
points cost.
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.

70
LORDS
DARAHMA, GOD-HERO OF IND 320 points
Profile M WS BS S T W I A Ld Troop Type
Darahma 4 6 6 5 5 3 6 4 9 Infantry (Special Character)

Equipment: Magic Items: Special Rules:


 Hand weapon  Kodandam  Noble Caste
 The Brahmirastra Arrow  Unswerving Loyalty
 The Avatara

KARISHNA, THE CURRENT AVATARA 340 points


Profile M WS BS S T W I A Ld Troop Type
Karishna 4 7 6 5 5 3 7 4 9 Infantry (Special Character)

Equipment: Magic Items: Special Rules: Magic:


 Hand weapon  Sudarshana  Noble Caste  Karishna is a Level 2 Wizard who uses spells
 Light armour Chakram  Unswerving Loyalty from the Lore of Light, Lore of the Heavens or
 The Avatara Lore of the Devas.

71
LORDS
MAHARAJAH 100 points
Profile M WS BS S T W I A Ld Troop Type
Maharajah 4 5 5 4 4 3 5 3 9 Infantry (Character)

Equipment: Options:
 Hand weapon  May be armed with one of the following:
 Light armour - Additional hand weapon (unless mounted)………………….…………………….3 points
- Morning star………………….…………………………………………………...3 points
Special Rules: - Spear (mounted only)……………………………………………………………..2 points
 Noble Caste - Halberd……………………………………………………………………………6 points
 Unswerving Loyalty - Great weapon……………………………………………………………………...6 points
- 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…………………………………………3 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 180 points


Profile M WS BS S T W I A Ld Troop Type
Eldritch Guru 4 3 3 3 4 3 3 1 8 Infantry (Character)

Equipment: Magic: Options:


 Hand weapon 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
Special Rules: spells from the Lore of
 Spiritual Leader Fire, Lore of the Heavens,
Lore of Light, Lore of
Life or Lore of the Devas.

CHARACTER MOUNTS
Profile M WS BS S T W I A Ld Troop Type
Warhorse 8 3 0 3 3 1 3 1 5 War Beast
Throne Bearers 4 4 3 4 - - 4 4 - -
Bengal Tiger 8 5 0 5 4 3 4 3 - Monstrous Beast
Royal Elephant 6 3 0 5 6 5 2 4 6 Monster

Special Rules:
 Royal Elephant: Impact Hits (D6+1), Natural Armour (5+), Stampede.
 Bengal Tiger: Fear, Devastating Charge, Forest Strider.
72
LORDS
BRAHMIR 390 points
Profile M WS BS S T W I A Ld Troop Type
Brahmir 6 5 5 6 6 5 6 4 9 Monster (Character)

Equipment: Magic: Options:


 Hand weapon A Brahmir is a Level 2  May be upgraded to Level 3 Wizard………………….35 points
Wizard who uses spells  May be upgraded to Level 4 Wizard………………….70 points
Special Rules: from the Lore of Life.  May take one Weapon of the Devas…………...no points limits
 Deva
 Terror
 Large Target
 Creator

VAISHNA 425 points


Profile M WS BS S T W I A Ld Troop Type
Vaishna 6 7 6 6 6 6 6 5 9 Monster (Character)

Equipment: Magic: Options:


 Hand weapon A Vaishna is a Level 1  May be upgraded to Level 2 Wizard………………….35 points
Wizard who uses spells  May take one Weapon of the Devas…………...no points limits
Special Rules: from the Lore of Light.
 Deva
 Terror
 Large Target
 Preserver

SHAIVI 430 points


Profile M WS BS S T W I A Ld Troop Type
Shaivi 8 9 6 6 6 5 9 6 9 Monster (Character)

Equipment: Magic: Options:


 Hand weapon A Shaivi is a Level 1  May be upgraded to Level 2 Wizard………………….35 points
Wizard who uses spells  May take one Weapon of the Devas…………...no points limits
Special Rules: from the Lore of Fire.
 Deva
 Terror
 Large Target
 Destroyer

73
HEROES
URJANA, MASTER OF THE BOW 165 points
Profile M WS BS S T W I A Ld Troop Type
Urjana 4 5 6 4 4 2 6 3 8 Infantry (Special Character, Rajah)

Equipment: Magic Items: Special Rules: Options:


 Hand weapon  Gandvia  Noble Caste  May be mounted upon a Royal Chariot (displacing one of the
 Light armour  Kaustubha  Unswerving crew)………………………………………………..70 points
Loyalty
 Sniper

MHOGLI THE BEASTMASTER 220 points


Profile M WS BS S T W I A Ld Troop Type
Mhogli 5 5 5 4 4 2 5 3 8 Monstrous Cavalry (Special Character)
Sher Khana 8 5 0 5 5 4 5 4 7 -

Equipment: Magic Items: Mount: Special Rules:


 Hand weapon  Beast's Bane  Sher Khana  Lowborn Caste
 Helmet of the Dark Beast  Terror
 Beastmaster

PARASHURUMA, THE HOLY SLAYER 180 points


Profile M WS BS S T W I A Ld Troop Type
Parashuruma 4 6 5 4 4 2 5 3 8 Infantry (Special Character)

Equipment: Magic Items: Special Rules:


 Bow  Parashu of Shaivi  Warrior Caste
 Hatred
 Immune to Psychology
 Regeneration

BEASTMASTER 35 points
Profile M WS BS S T W I A Ld Troop Type
Beastmaster 5 4 4 4 4 2 4 2 7 Infantry (Character)
Tiger 8 5 0 5 4 2 4 2 6 War Beast
Panther 9 4 0 4 4 2 5 3 6 War Beast

Equipment: Options:
 Hand weapon  May be armed with an additional hand weapon………………….………………….2 points
 May be armed with one of the following:
Special Rules: - Bow………………………………………………………………………………..5 points
 Lowborn Caste - Javelin……………………………………………………………………………..5 points
 Monsters &  May be mounted on a Bengal Tiger………………………………………………..50 points
Handlers  May be accompanied by up to 5 of the following:
 Forest Strider - Tiger……………………………………………………………………………...21 points
 Beastmaster - Panther…………………………………………………………………………...21 points
 Unleash the Beasts  May take magic items up to a total of ……………………………………………..25 points

74
HEROES
RAJAH 65 points
Profile M WS BS S T W I A Ld Troop Type
Rajah 4 5 5 4 4 2 5 3 8 Infantry (Character)

Equipment: Special Rules: Options:


 Hand weapon  Noble Caste  May be armed with one of the following:
 Light armour  Unswerving - Additional hand weapon (unless mounted)………………………….2 points
Loyalty - Morning star………………….………………………………………2 points
- Spear (mounted only)………………………………………………...2 points
- Halberd……………………………………………………………….4 points
ARMY BATTLE STANDARD - Great weapon………………………………………………………...4 points
One Rajah in the army may - Pata (unless mounted)………………………………………………..4 points
carry the Battle Standard for  May be armed with one of the following:
+25 points. The Battle - Bow…………………………………………………………………..5 points
Standard Bearer can have a - Javelin………………………………………………………………..5 points
magic banner (no points limit). - Chakram……………………………………………………………...5 points
A model carrying a magic  May upgrade light armour to heavy armour……………………………2 points
standard cannot carry any
 May take a shield…………………….…………………………………2 points
other magic items.
 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 75 points
Profile M WS BS S T W I A Ld Troop Type
Guru 4 3 3 3 3 2 3 1 7 Infantry (Character)

Equipment: Magic: Options:


 Hand weapon 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
Special Rules: from the Lore of Fire,
 Spiritual Leader Lore of the Heavens, Lore
of Light, Lore of Life or
Lore of the Devas.

VISHKANYA 75 points
Profile M WS BS S T W I A Ld Troop Type
Vishkanya 5 7 5 4 3 2 7 3 9 Infantry (Character)

Equipment: Options:
 Two hand weapons  May be armed with one of the following:
- Chakram…………………………………………………………………………5 points
Special Rules: - Throwing weapon……………………………………………………………….2 points
 Poisoned Attacks  May take magic items up to a total of ……………………………………………50 points
 Scout
 Scaly Skin (6+)
 Poisoned Blood
 Hidden
 A Killer not a Leader

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CORE UNITS
RAJPUTS 3 points per model
Profile M WS BS S T W I A Ld Troop Type
Rajput 4 3 3 3 3 1 3 1 7 Infantry
Naik 4 3 3 3 3 1 3 2 7 Infantry

Unit Size: 10+ Special Rules: Options:


 Warrior Caste  May upgrade one Rajput to a Naik.…………………………………10 points
Equipment:  May upgrade one Rajput to a musician……………………………...10 points
 Hand weapon  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
- Great weapons…………………………………………..2 points per model
- Shields…………………………………………………...1 point per model
 The entire unit may wear light armour……………………..1 point per model
 The entire unit may be armed with chakrams……………..2 points per model

MARATHA ARCHERS 5 points per model


Profile M WS BS S T W I A Ld Troop Type
Maratha Archer 4 3 3 3 3 1 3 1 7 Infantry
Havildar 4 3 4 3 3 1 3 1 7 Infantry

Unit Size: 10+ Special Rules: Options:


 Warrior Caste  May upgrade one Maratha to a Havildar.……………………………10 points
Equipment:  May upgrade one Maratha to a musician……………………………10 points
 Hand weapon  May upgrade one Maratha to a standard bearer……………………..10 points
 Bow

URUMI SWORDMEN 6 points per model


Profile M WS BS S T W I A Ld Troop Type
Urumi Swordsman 4 4 3 3 3 1 4 1 7 Infantry
Urumi Master 4 4 3 3 3 1 4 2 7 Infantry

Unit Size: 10+ Special Rules: Options:


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

PEASANT LEVIES 3 points per model


Profile M WS BS S T W I A Ld Troop Type
Peasant 4 2 2 3 3 1 3 1 5 Infantry
Sepoy 4 2 2 3 3 1 3 2 5 Infantry

Unit Size: 20+ Special Rules: Options:


 Lowborn  May upgrade one Peasant to a Sepoy.……………………………….10 points
Equipment: Caste  May upgrade one Peasant to a musician…………………………….10 points
 Spear  May upgrade one Peasant to a standard bearer……………………...10 points
 Shields  The entire unit may swap spears for one of the following:
- Slings…………………………………………………….1 point per model
- Javelins…………………………………………………..1 point per model

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CORE UNITS
PINDARI CAVALRY 12 points per model
Profile M WS BS S T W I A Ld Troop Type
Pindari 4 3 3 3 3 1 3 1 7 Cavalry
Silaposh 4 3 3 3 3 1 3 2 7 Cavalry
Warhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options:


 Lowborn  May upgrade one Pindari to a Silaposh.……………………………10 points
Equipment: Caste  May upgrade one Pindari to a musician…………………………….10 points
 Hand weapon  Fast Cavalry  May upgrade one Pindari to a standard bearer……………………...10 points
 Shield  The entire unit may replace shields with short bows……………………...free
 The entire unit may be armed with one of the following:
- Spears…………………………………………………...1 points per model
- Javelins…………………………………………………..1 point per model

ZAMINDAR HORSEMEN 14 points per model


Profile M WS BS S T W I A Ld Troop Type
Zamindar 4 4 3 3 3 1 3 1 8 Cavalry
Mansabdar 4 4 3 3 3 1 3 2 8 Cavalry
Warhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options:


 Warrior Caste  May upgrade one Zamindar to an Mansabdar.………………………10 points
Equipment:  May upgrade one Zamindar to a musician…………………………..10 points
 Hand weapon  May upgrade one Zamindar to a standard bearer……………………10 points
 Heavy armour - May take a magic standard worth up to…………………………..25 points
 Shield  The entire unit may be armed with any of the following:
- Spears…………………………………………………….1 point per model
- Short bows……………………………………………….1 point per model
 The entire unit may replace shields with flails……………..1 point per model
 The entire unit may be equipped with barding……………2 points per model

THUGEES 6 points per model


Profile M WS BS S T W I A Ld Troop Type
Thugee 4 3 3 3 3 1 3 1 7 Infantry
Phansigar 4 3 3 3 3 1 3 2 7 Infantry

Unit Size: 10+ Special Rules: Options:


 Lowborn  May upgrade one Thugee to a Phansigar.…………………………...10 points
Equipment: Caste  May upgrade one Thugee to a musician…………………………….10 points
 Two hand  Skirmishers  May upgrade one Thugee to a standard bearer……………………...10 points
weapons  The entire unit may be armed with chakrams……………..2 points per model

SNAKE SWARMS 35 points per base


Profile M WS BS S T W I A Ld Troop Type
Snake Swarm 5 3 0 2 2 5 1 5 10 Swarm
Fakir 5 2 2 3 3 1 3 1 6 Infantry

Note: Snake Swarms do not count towards the minimum percentage of Core Units you need to include in your army.
Unit Size: 2+ bases & 1 Fakir Special Rules:
 Lowborn Caste
 Poisoned Attacks (Swarm only)

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SPECIAL UNITS
MAIDEN GUARD 9 points per model
Profile M WS BS S T W I A Ld Troop Type
Maiden Guard 4 4 3 3 3 1 4 1 8 Infantry
Maiden Warden 4 4 3 3 3 1 4 2 8 Infantry

Unit Size: 10+ Special Rules: Options:


 Noble Caste  May upgrade one Maiden Guard to a Maiden Warden.……………..10 points
Equipment:  Stubborn  May upgrade one Maiden Guard to a musician……………………..10 points
 Spear  May upgrade one Maiden Guard to a standard bearer………………10 points
 Shield - May take a magic standard worth up to…………………………..50 points
 The entire unit may swap spears and shields with one of the following:
- Two hand weapons……………………………………………………..free
- Halberds………………………………………………………………...free
 The entire unit may wear light armour……………………..1 point per model

HOLY WARRIORS 11 points per model


Profile M WS BS S T W I A Ld Troop Type
Holy Warrior 4 4 3 4 3 1 3 1 8 Infantry
Fearless One 4 4 3 4 3 1 3 2 8 Infantry

Unit Size: 10+ Special Rules: Options:


 Warrior Caste  May upgrade one Holy Warrior to a Fearless One…………..10 points
Equipment:  Immune to  May upgrade one Holy Warrior to a musician………………10 points
 Great weapon Psychology  May upgrade one Holy Warrior to a standard bearer………..10 points
 Light armour  Magic Resistance (2) - May take a magic standard worth up to…………………...25 points

ROYAL CHARIOTS 70 points per model


Profile M WS BS S T W I A Ld Troop Type
Royal Chariot - - - 5 4 4 - - - Chariot (Armour save 5+)
Charioteer - 4 3 3 - - 4 1 8 -
Warhorse 8 3 0 3 - - 3 1 - -

Unit Size: 1-3 Equipment: Special Rules: Options:


 Hand weapon  Noble Caste  The entire unit may take one of the following:
Crew: 3 Charioteers.  Spear - One extra Warhorse………...5 points per model
 Bow - Two extra Warhorses……...10 points per model
Drawn by: 2 Warhorses.

CAMEL GUNNERS 17 points per model


Profile M WS BS S T W I A Ld Troop Type
Camel Gunner 4 3 3 3 4 1 3 1 7 Cavalry
Zamburak 4 3 4 3 4 1 3 1 7 Cavalry
Camel 7 3 0 3 4 1 3 1 5 -

Unit Size: 5+ Special Rules: Options:


 Lowborn  May upgrade one Camel Gunner to a Zamburak.…………………..10 points
Equipment: Caste  May upgrade one Camel Gunner to a musician…………………….10 points
 Hand weapon  Fast Cavalry  May upgrade one Camel Gunner to a standard bearer……………...10 points
 Shaturnal  Scare Horses

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SPECIAL UNITS
BENGAL RIDERS 37 points per model
Profile M WS BS S T W I A Ld Troop Type
Bengal Rider 4 3 3 3 3 1 4 1 7 Monstrous Cavalry
Bengal Master 4 3 3 3 3 1 4 2 7 Monstrous Cavalry
Bengal Tiger 8 5 0 5 4 3 4 3 - -

Unit Size: 3+ Special Rules: Options:


 Lowborn Caste  May upgrade one Bengal Rider to an Bengal Master.…………10 points
Equipment:  Fear  May upgrade one Bengal Rider to a musician…………………10 points
 Hand weapon  Forest Striders  May upgrade one Bengal Rider to a standard bearer………….10 points
 Devastating Charge  The entire unit may be armed with one of the following:
(Bengal Tiger only) - Spears………………………………………………1 point per model
- Great weapons…………………………………….2 points per model
 The entire unit may take shields……………………..3 points per model

WAR ELEPHANTS 75 points per model


Profile M WS BS S T W I A Ld Troop Type
Mahout 4 3 3 3 3 1 3 1 7 Monstrous Cavalry
War Elephant 6 3 0 5 5 4 3 3 5 -

Unit Size: 2+ Special Rules: Options:


 Warrior Caste  The entire unit may be armed with any of the following:
Equipment:  Fear - Mahout Expert………………………………………….10 point per model
 Spear  Impact Hits - Armour Plates…………………………………………10 points per model
 Javelin (D3+1) - Spike Chain……………………………………………..15 point per model
 Bow  Thick-skinned - Spiked Tusks…………………………………………..15 points per model
 Stampede  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 M WS BS S T W I A Ld Troop Type
Vanara 5 3 3 3 3 1 5 1 6 Infantry
Monkey Paw 5 3 3 3 3 1 5 2 6 Infantry

Unit Size: 5+ Special Rules: Options:


 Skirmishers  May upgrade one Vanara to a Monkey Paw………………………...10 points
Equipment:  Scouts  May upgrade one Vanara to a musician……………………………..10 points
 Hand weapon  Forest Striders  The entire unit may be armed with additional hand
 Blowpipe weapons…………………………………………………….1 point per model

RAKSHASAS 12 points per model


Profile M WS BS S T W I A Ld Troop Type
Rakshasa 6 4 0 4 4 1 4 1 7 Infantry
Tigerclaw 6 4 0 4 4 1 4 2 7 Infantry

Unit Size: 5+ Special Rules: Options:


 Skirmishers  May upgrade one Rakshasa to a Tigerclaw………………………….10 points
Equipment:  Ambushers  May upgrade one Rakshasa to a musician…………………………..10 points
 Two hand  Hatred
weapons
 Forest Striders
79
SPECIAL UNITS
KALARATRI 12 points per model
Profile M WS BS S T W I A Ld Troop Type
Kalaratri 4 4 3 3 3 1 4 3 7 Infantry
Dark Eye 4 4 3 3 3 1 4 4 7 Infantry

Unit Size: 5+ Special Rules: Options:


 Deva  May upgrade one Kalaratri to a Dark Eye.………………………….10 points
Equipment:  May upgrade one Kalaratri to a musician…………………………...10 points
 Two hand  May upgrade one Kalaratri to a standard bearer…………………….10 points
weapons - May take a magic standard worth up to…………………………..25 points

MARUTS 12 points per model


Profile M WS BS S T W I A Ld Troop Type
Marut 4 4 0 4 4 1 1 1 7 Infantry
Storm Chaser 4 4 0 4 4 1 1 2 7 Infantry

Unit Size: 5+ Special Rules: Options:


 Deva  May upgrade one Marut to a Storm Chaser.………………………...10 points
Equipment:  May upgrade one Marut to a musician………………………………10 points
 Hand weapon  May upgrade one Marut to a standard bearer………………………..10 points
 Heavy armour - May take a magic standard worth up to…………………………..25 points
 Shield

GARUDAS 16 points per model


Profile M WS BS S T W I A Ld Troop Type
Garuda 4 4 0 4 3 1 5 2 7 Infantry
Blood Beak 4 4 0 4 3 1 5 3 7 Infantry

Unit Size: 5+ Special Rules: Options:


 Deva  May upgrade one Garuda to a Blood Beak.…………………………10 points
 Fly

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RARE UNITS
GANESHANS 53 points per model
Profile M WS BS S T W I A Ld Troop Type
Ganeshan 6 4 0 4 5 3 3 4 8 Monstrous Infantry
Tusk Breaker 6 4 0 4 5 3 3 5 8 Monstrous Infantry

Unit Size: 3+ Special Rules: Options:


 Deva  May upgrade one Ganeshan to a Tusk Breaker.…………………10 points
Equipment:  Impact Hits (1)  May upgrade one Ganeshan to a musician………………………10 points
 Hand weapon  Fortune Finders  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 M WS BS S T W I A Ld Troop Type
Naga 7 4 4 4 4 3 5 4 8 Monstrous Beast
Venomtail 7 4 4 4 4 3 5 5 8 Monstrous Beast

Unit Size: 3+ Special Rules: Options:


 Deva  May upgrade one Naga to a Venomtail.…………………………10 points
Equipment:  Poisoned Attacks  The entire unit may be armed with Snakeskin Bows….5 points per model
 Two hand  Scaly Skin (5+)
weapons  River Strider

ROYAL ELEPHANT 165 points


Profile M WS BS S T W I A Ld Troop Type
Royal Elephant 6 3 0 5 6 5 2 4 6 Monster
Mahout 4 4 3 3 3 1 3 1 8 -

Unit Size: 1 Equipment Special Rules: Options:


(Mahouts):  Noble Caste  May be armed with any of the following:
Crew: 3 Mahouts  Hand  Terror - Mahout Expert……………………………...15 points
weapon  Large Target - Armour Plates………………………………15 points
 Spear  Impact Hits (D6+1) - Spike Chain………………………………...20 points
 Javelin  Thick-skinned - Spiked Tusks……………………………….20 points
 Bow  Stampede  May be armed with one of the following:
 Howdah Crew - Giant Bow…………………………………..20 points
- Small Cannon………………………………45 points

BASILISK 275 points


Profile M WS BS S T W I A Ld Troop Type
Basilisk 8 4 4 5 6 6 5 5 6 Monster
Beastmaster 4 3 3 3 3 1 3 1 7 -

Unit Size: 1 Equipment Special Rules:


Basilisk and 2 (Beastmaster):  Lowborn Caste  Poisoned Attacks
Beastmasters.  Two hand  Terror  Cold Blooded
weapons  Large Target  Aura of Vitriol
 Scaly Skin (4+)  Maleficent Gaze
 Monsters and Handlers

81
SUMMARY
LORDS M WS BS S T W I A Ld Type Page Rakshasa 6 4 0 4 4 1 4 1 7 In
Brahmir 6 5 5 6 6 5 6 4 9 Mo - Tigerclaw 6 4 0 4 4 1 4 2 7 In
Darahma 4 6 6 5 5 3 6 4 9 In Royal Chariot - - - 5 4 4 - - - Ch
Eldritch Guru 4 3 3 3 4 3 3 1 8 In - Charioteer - 4 3 3 - - 4 1 8 -
Karishna 4 7 6 5 5 3 7 4 9 In - Warhorse 8 3 0 3 - - 3 1 - -
Maharajah 4 5 5 4 4 3 5 3 9 In Vanara 5 3 3 3 3 1 5 1 6 In
Shaivi 8 9 6 6 6 5 9 6 9 Mo - Monkey Paw 5 3 3 3 3 1 5 2 6 In
Vaishna 6 7 6 6 6 6 6 5 9 Mo
RARE UNITS M WS BS S T W I A Ld Type Page
HEROES M WS BS S T W I A Ld Type Page Basilisk 8 4 4 5 6 6 5 5 6 Mo
Beastmaster 5 4 4 4 4 2 4 2 7 In - Beastmaster 4 3 3 3 3 1 3 1 7 -
- Tiger 8 5 0 5 4 2 4 2 6 WB Ganeshan 6 4 0 4 5 3 3 4 8 MI
- Panther 9 4 0 4 4 2 5 3 6 WB - Tusk Breaker 6 4 0 4 5 3 3 5 8 MI
Guru 4 3 3 3 4 2 3 1 7 In Naga 7 4 4 4 4 3 5 4 8 MI
Mhogli 5 5 5 4 4 2 5 3 8 MC - Venomtail 7 4 4 4 4 3 5 5 8 MI
- Sher Khana 8 5 0 5 5 4 5 4 7 - Royal Elephant 6 3 0 5 6 5 2 4 6 Mo
Parashuruma 4 6 5 4 4 2 5 3 8 In - Mahout 4 4 3 3 3 1 3 1 8 -
Rajah 4 5 5 4 4 2 5 3 8 In
Urjana 4 5 6 4 4 2 6 3 8 In MOUNTS M WS BS S T W I A Ld Type Page
Vishkanya 5 7 5 4 3 2 7 3 9 In Warhorse 8 3 0 3 3 1 3 1 5 WB
Throne Bearers 4 4 3 4 - - 4 4 - -
CORE UNITS M WS BS S T W I A Ld Type Page Royal Elephant 6 3 0 5 6 5 2 4 6 Mo
Maratha Archer 4 3 3 3 3 1 3 1 7 In
- Havildar 4 3 4 3 3 1 3 1 7 In Troop Type Key: In = Infantry, WB = War Beast,
Peasant 4 2 2 3 3 1 3 1 5 In Ca = Cavalry, MI = Monstrous Infantry, MB =
- Sepoy 4 2 2 3 3 1 3 2 5 In Monstrous Beast, MC = Monstrous Cavalry, Mo =
Pindari 4 3 3 3 3 1 3 1 7 Ca Monster, Ch = Chariot, Sw = Swarms, Un = Unique,
- Silaposh 4 3 3 3 3 1 3 2 7 Ca
WM = War Machine.
- Warhorse 8 3 0 3 3 1 3 1 5 -
Rajput 4 3 3 3 3 1 3 1 7 In
- Naik 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 -
Thugee 4 3 3 3 3 1 3 1 7 In
- Phansigar 4 3 3 3 3 1 3 2 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 Page


Bengal Rider 4 3 3 3 3 1 4 1 7 MC
- Bengal Master 4 3 3 3 3 1 4 2 7 MC
- Bengal Tiger 8 5 0 5 4 3 4 3 - -
Camel Gunner 4 3 3 3 4 1 3 1 7 Ca
Zamburak 4 3 4 3 4 1 3 1 7 Ca
- Camel 7 3 0 3 4 1 3 1 5 -
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 3 1 7 MC
- War Elephant 6 3 0 5 5 4 3 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

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85
KINGDOMS OF IND Inside you will find:
 A Bestiary describing every unit, monster,
In the land of Ind, the Land of a Thousand Gods, the divine stalk hero and war machine in your army.
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  An army list to arrange your collection of
ruled by aristocratic overlords from their gorgeous palaces. Yet miniatures into a battle-ready force.
the people are poor and superstitious, and revere a staggering  A comprehensive section that details the
array of gods and spirits, leaving offerings and saying prayers to Kingdoms of Ind, their culture and their
them ceaselessly as they go about their day. A deeply spiritual history.
land, its people may seem strangely content to outsiders, but it is
Warhammer: Kingdoms of Ind is one of a
just their odd way of dealing with the horrors of life and should
series of supplements for Warhammer. Each
not distract the traveller from the perils of this place.
book describes in detail an army, its history and
its heroes.

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