Kingdoms of Ind Giant Doc containing Army, History, Factions, and Layout

Copied to clipboard!
a month ago
Feb 17, 2025, 7:57:26 AM

Kingdoms of Ind outline (1) (1).pdf


​​Hello All,


Something I have done since I was a kid was think of new ideas for existing games I love and writing them down. At one point I had written out a whole warcraft 4 game layout in high school, replete with new heroes, abilities, units and storyline.


Towards that same end I did so for Kingdoms of Ind in the Warhammer universe. The doc is rather large, running well into the dozens of pages, and much of it is devoted to the unique history, heroes and lords of Ind. It also contains a general layout of the various kingdoms, the other local powers and how they interact with the kingdoms, and of course the various units and army abilities of the Ind factions as well as the unified faction as a whole.


I hope you all like my ideas, and anyone at Total War is free to use any of these and any modders that wish to do so as well. You are also welcome to reach out to me if I were ever to be so lucky as to catch your attention because the last couple hundred years or so of history prior to the "current" time in Warhammer is not fleshed out yet.


Besides those last couple hundred yeasr of history thow, pretty much every other part of the faction is fleshed out to some degree or another.


As an aside, I am American but my parents and family are from Nepal, I was raised Hindu and so I am using my cultural background to inform a lot of the unique nature I want Ind to have.


Many of the details are below, to find out more please do read the doc and give me your feedback if you'd like.


Without further ado:


Kingdoms of Ind Overview

Located south west of Cathay, South East of the Ogre Kingdoms, and West of Khuresh these kingdoms exemplify the syncretic existence of man and wild, artificial and natural. A realm of strange customs and rituals to outsiders, its climate and natural resources make it the hub of the world spice trade and a number of vibrant, ruthless, wealthy and degenerate polities have developed over time in this Land of Spice and Magic. As befitting a disunited land with many dangers and intrigues, almost all nations start off in some sort of war or calamity. It is considered the most difficult start position in the world map/as a campaign equivalent.


Society, Culture, and the Noble Beastmen of Ind

​The humans of the Empire and surrounding polities have benefited from the patronage and alliance with Dwarves for millenia, and elves more intermittently and recently; the humans of Cathay have benefitted from the guardianship of their Dragon emperor and the dragon blooded, and the humans of Ind have been fortunate enough to form beneficial and often syncretic relationships and societies with the noble Beastmen of Ind.  From the Monkeymen to the Tigermen to the elephant headed Ganeshan, these noble Beastmen mostly descend from one of the last Old One experiments, a mammalian counterpart to the Lizardmen whom span many phenotypes that blend man and beast in their bodyplans as well.


Over time, Ind society has maintained extremely ancient traditions steeped in wisdom and knowledge passed down generationally, but which also have been used to keep in place rigid power structures that prevent true innovation in many fields.  This is concurrent with an increasing urbanized trend that sees the Brahmins, descendents of the ancient shamans and wise men of Ind whom led the Interactions with Beastmen since ancient days, universally respected and looked up to by Man and noble Beastman, retreating from the more rugged sciences and fields of the Wild, Beasts and Metallurgy. While this knowledge is maintained by their Beastman allies, the caste system that has developed over time in ind most strongly amongst its humans has limited their potential in many ways as innovative and revolutionary methods that could threaten the power base of the established castes were deemed unclean by Brahmin or dishonorable by Chhetri traditionalist thinking and these prejudices are transmitted as custom.


Still, there is great value in the roles of fathers and sons being passed down generationally. Many peoples have noted the nature of sons is often to take after and  emulate their fathers, and fathers often being the best teachers to their own sons. And so except in areas of strife where heroics are necessary it is as difficult for a low caste Indan to become a Chhetri as it is for a peasant to become a knight in Brettonia, and only the magic sensitive sons of Chhetris are ever allowed to join the ranks of Brahmins, as the Brahmins have lineages far more likely than any other caste to be magically sensitive due to their proximity to and marriage alliances with the only magic users of Ind, themselves. Magical lineage outside of the upper castes due to the distance from the poles is unheard of, and its presence in the Chhetri caste is most likely due to illicit affairs rather than chance itself.


At the top of the hierarchy is the learned, intellectual, refined, aloof and insufferably arrogant Brahmin caste that are family and clan based and if not magical pushed to be maintainers and recorders of knowledge, researchers of fields deemed appropriate by their superiors, or wandering rishis that delve their own knowledge and spread wisdom in their own ways. Below them is the martial, bloodthirsty, mostly disciplined and traditional Chhetri caste that make up the professional warriors of Ind, blessed by their Gods and Magics before battle at the hands of the brahmins. Below them are the Vaishyas whom are traders and merchants, skilled workers like Goldsmiths, better blacksmiths, engineers, and the best of the artisans. Below them are the Sudras whom are primarily the servant class and also composed of worse quality traditions that might be similar to Vaishyas such as crude, beginner black smith lineages that have only a couple skills passed down and therefore must attach themselves to a larger collective to have their skills used enough to feed their family.

Army

You may notice no noble beastman units are in this army section. That is because the units unique to each kingdom are listed in the kingdom specific portion of this doc, and all of the noble beastmen units have very strong ties to a particular kingdom so are included in the units specific to each kingdom. In the campaign this should be reflected by you needing to conquer and integrate a land in order to obtain its unique warrior traditions on your quest to unifying Ind and gaining access to all units.


Pros: Very diverse roster with good speed, adequate cavalry, chariots and artillery, diverse infantry that is both versatile and specialized with the best archers humanity has to offer, elephants as well as variety of bestial units and magic


Cons: No heavy armor except on elephants and lacks elite spears/halberds


Mechanics: Caste

Units tagged with low caste get trait expendable and scurry away

Units tagged with High Caste: chhetri get Rage and High Caste: Brahmin get Martial Prowess


Units common to every Kingdom of Ind:


​Base Units:
Spear Levy (spear men at arms equivalent) - low caste -10 armor - Similar to the great disparities in wealth between the nobility and peasantry of Brettonia, such exists between the high and low castes of the Kingdom of Ind. Yet when times of war come, the poor wretches working the fields still get pressed into service for the local lord, armed with flimsy, often rusting short spears to offer a modicum of resistance to any marauding barbarians that might be seeking to end the small world that the pressed levies might inhabit and know. While not known for their bravery or skill, these units believe their godmen, lords and deities will protect them thru the battle, at least initially, before scurrying from the enemy that is almost assuredly more fierce than them. Usually they come back at least.


Tulwar warriors (swords with shields, battle pilgrim stat equivalent without frenzy, +10 armor, +20% shield) - - around 600 cost - chetri - Often inhabiting the lowest rung in the social ladder of the chhetri fraternity, what swordsman lack in the strength of Greatswords and Maces, skill of eye and hand of archers, or the ability to afford and keep horses like the cavalry, they nonetheless retain their Chhetri honor, eagerness for battle and warrior traditions that make them versatile frontline warriors 


Great Tulwar Warrior (Great Tulwar awordsman, Foot Squire Equivalent - Has 40 armor aka 30 less than Foot Squire), otherwise identical) - around 600 cost - chhetri. Wielding great Tulwars of length often matching their own bodies, these heavy swordsmen cut swaths through any foe foolish enough to present themselves before their wrath..


Archer Levy - (Empire Archer equivalent) - low caste - 10 armor Similar to the great disparities in wealth between the nobility and peasantry of Brettonia, such exists between the high and low castes of the Kingdom of Ind. Yet when times of war come, the poor wretches working the fields still get pressed into service for the local lord, armed with flimsy, often rusting bow and arrows to offer a modicum of resistance to any marauding barbarians seeking to end the small world the pressed levies inhabit and know. While not known for their bravery or skill, these units believe their godmen, lords and deities will protect them thru the battle, at least initially, before scurrying from the enemy that is almost assuredly more fierce than them. Usually they come back at least.


Mace Warriors (White Lions of chrace with less armer,no lion pelt, chhetri - 40 armor, slightly worse ma md ws but 90 man count rather than 75, around 600 cost) - Wielding the heaviest melee weapons in Ind, these brutish troops swing their weapons with bone and armor crushing strength.


Archer Warrior (high elf archer equivalent, chhetri, same cost and stats, slightly more reload time) Sure of hand and eye, these noble warriors have honed their skill to levels rivalling the elves in a shorter amount of time due to the blessings of their gods and constant animal sacrifices that fuel the warrior caste of Ind.


Sword and Shield Cavalry - chhetri, 60 armor, other stats equivalent to empire knights but faster, slightly cheaper around 800 to compensate. Chhetri Nobility with the resources to field horses, these valiant warriors charge into battle with shield held high and sword sharp. While not as armored as the heavy knights of the Empire, they display the same Chhetri ferocity that emboldens all of Ind’s warriors. 


Archer Cavalry (ellyrian reaver archer equivalent, slightly worse stats and slightly cheaper, same speed) - chhetri. While not able to afford a chariot and charioteer, the Chhetri in the archer cavalry corps are second only to the elves in horsemanship and skill. Able to fire whilst moving and in all directions, these swift riding cavalrymen shield the flanks of their allied forces or range far ahead of the army scouting enemy movements.


Lance Cavalry - chhetri, similar to hussars but with 60 armor and similar stats, slightly cheaper if armor is lower but chhetri trait might offset that for balance/cost. Chhetri Nobility with the resources to field horses, these valiant warriors charge into battle with lances couched. While not as armored as the heavy knights of the Empire, they display the same Chhetri ferocity that emboldens all of Ind’s warriors. 


Elephant Rider - Unarmored - Scaly skin - chhetri. Has powerful ranged attack tironoc damage - no magic damage - 40 amor - less amor than tiranoc - around 1200 value. Masters of Elephant warfare, the strongest of Ind’s warriors ride these war behemoths, firing from the largest and most powerful warbows from the howdah castle on top of each elephant. Led by Mahouts that command each beast almost by instinct, having raised the animals since birth, the elephants nevertheless present a danger when damaged and pained to enragement. Susceptible to rampage


Armored Elephant Rider - very heavily armored elephant rider - chhetri - around 100 armor - same ranged damage as elephant rider - around 1900 cost - also has anti large. Similar to the less armored Elehpant Riders, the Armored elephant rider has a powerful ranged attack on top of a powerful beast of war. In addition, it has an extra lance bearer as well as bladed tusks that enable it to commit even greater damage to larger, non infantry sized enemies.


Light Chariot Archers - chhetri: Identical to skeleton chariot archers of tomb kings but with 35 armor, not undead and lower price  - around 800 cost. While the Maharajah or Rajah usually funds the training and recruitment of Mahout and Elephant Rider teams, The wealthiest of those whom choose the route of archery can bring their own charioteers and horse drawn characters to bear. Atop these mobile platforms, the nobility of Ind can rain fire from some of the best crafted bows of Ind by arrogant, aloof and accurate lordlings chasing glory


Heavy Chariot Archers - chhetri equal to tiranoc chariot with 75 armor and same ranged attack but no magic and less ammo - around 800 cost. The pinnacle of archery combat to the most illustrious of the Chhetri caste, these veritable moving castles hold strong under the strongest of enemy blows and fire, and have great enough mass to crush hordes of enemies underneath. In addition, the bows of these warriors is often crafted from trees using special mantras of Life that enhance the woods strength and coil, enabling these most blessed and well bred warriors to train their bodies to the greatest feats in their nation, alongside perhaps only the Elephant archers themselves.


catapult - low caste - same stats as rock lobber. Strange to outsiders, while the Muscle power of Chhetris is held as a high and worthy if blood ridden art form, and the high minded intellectual pursuits of the Brahmins at least legally, theologically and theoretically held to be the highest ideals of Indan civilization, the unification of intellect and killing ability in siege weapons is something looked down upon by both castes alike. To observant foreigners, they would easily deduce that the muscle based power of the Chhetris and the Magical and Spiritual power of Brahmins is threatened by low class proles using ingenious weapons of war. Yet still they have their place, and the primitive catapult is used by less haughty and arrogant commanders as needed to destroy enemy fortifications. Unfortunately, these can only be crewed by low class members of society as the overt manual labour required puts off Brahmins and the lack of strength based war skill turns the Chhetrs noses up in disdain.


cannon - low caste - same stats as great cannon with morale of trebuchet. Similar to the catapult and other engines of war, this is crewed by members of the lower castes not raised and bred for war and nobility. The Brahmins in their sheltered, monastic experiences find the din of battle difficult already, and the smoke and thunder of gunpowder often proves too much for their overly delicate sensibilities. In addition, the threat of gunpowder weapons to the muscle power of Chhetris has them see this in an even more demeaning light than a normal catapult, as the knowledge of gunpowder warfare spreads and upends traditional modes of battle. Still, as with the catapult, enterprising and astute Maharajah’s often keep an artillery battery at hand due to their utility and deadliness on the battlefield.


Individual Kingdoms/Factions of Ind and their Units


Garkha KingdomA small and brave kingdom, they reside high up in the mountains of Mourn and are always fighting the Ogres, Goblins and their beasts as a result


​Garkha Rangers (same function as high elf rangers, greater model count but worse stats, wield khukury weapon) - 10 armor - no caste - 600 cost.  The front line of Garkhan Rangers, these men are duel armed with short Khukury blades that enable them to make short of enemy infantry. Out of all the military traditions of Ind, with the possible exception of Marat Ranger corps, the Garkhan rangers have an extremely meritocratic system: all wishing to join the ranger Corps in Garkha must renounce their caste lineage and serve equally alongside others in this tier of infantry. Only those whom prove capable in battle via strength of arms are promoted to the Great Weapons, and so it is usually 3rd and 4th noble sons whom join at this rank to quickly advance their fortunes, alongside the vast majority whom are low caste individuals yearning for high caste status upon promotion to the Great Weapon teams.


Garkha Rangers with Great Weapons (same stats as greatswords, same stat line and numbers except anti large instead of anti infantry and 50 less armor; instead are immune to psychology, wield huge khukuri)  - 40 armor chhetri - 800-900 cost. The battle tested veterans of the Garkha rangers, members of these troops automatically have their Chhetri status either reinstated or conferred upon them for low caste individuals whom get promoted, granting an enormous social standing increase for both low caste and castoffs of the high caste by being a member of such an illustrious company. Wielding giant Khukurys as long as they are tall, their machete like blades are perfectly suited for bringing down the great beasts and monsters allied with the ogres and whom they must combat eternally. Due to constantly facing the most terrifying beasts in battle, these hardy warriors are immune to the effects of terror and fear on their psychology and are extremely brave, though not unbreakable.


Royal Garkha Rifles (Garkha Rangers with Great Weapons and Rifles; Streltsy but huge khukuri sheathed while shooting rife instead of axe rifle - unbreakable but lower armor than streltsy) -40 armor chhetri - 1200 cost. Perhaps the most famous war troop in all of Ind, the greatest of Garkhan rangers learn to arm themselves with long ranged rifled muskets in addition to their Great Khukurys. Due to the necessities of constant defense for this kingdom on the borders of the human lands of Ind, the Chhetris are able to set aside their cultural and casteist pride to use these ranged, gunpowder weapons. Due to their great war experience and proven ability, these Rifles shoot their weapons as capably as any Old World Handgunner unit, and when engaged in melee are as ferocious as their exclusively hand to hand Garkha Rangers with great weapons. Low model count at 45. Due to their immense regimental pride, nigh peerless skills, and the immense battle experience required to join the Royal Garkha Rifles, not to mention the often suicidal bravery of the native Garkhan culture at the edge of the Mountains of Mourn, this unit is unbreakable.


High Brahmin of high magic - spellcaster, lineage of descendent reincarnating brahmins in city of spires looked up to by all. These brahmins did not rule and were not Peshwas - brahmin high caste.


Ayodh Kingdom: A kingdom founded on the banks of the holy Gange river and protected from outsiders by neighboring, hardier kingdoms, these people have devoted their lives to the creation of the vast temple complexes that dot their lands and have created a syncretic faith that incorporates the local non human but still sentient faunas own deities, a faith most humans from the kingdoms of Ind share, even if in one way or another. 


​Garudamen: Harpy equivalents whom have devoted their lives to Garuda and become half bird as a result of generations of tapasya and mantras - higher leadership than harpies, come in sword shield variant or mace wielding variant. Perhaps the greatest example of Indan spirituality and ingenuity, the Garudamen are uniquely a human tribe that through multigeneration prayer, meditation and mantra recitation to their living god Garuda transformed themselves into a half human, half raptor beastman tribe that still retained their human morality and sensibilities. Able to fly across the field like their distant Harpy cousins and lead charges behind enemy lines, they still maintain human military discipline and cohesion. Ergo, these Garudamen have much higher morale than typical beastmen flyers, and are also armed with sword and buckler/mace to reduce incoming damage/crush the armor of enemies. The costs of having a powerful enough metabolism to support a human sized flyer are greatly increased energy and dietary requirements, and a lifespan half that of normal humans.


Garuda: Great Eagle the size of a star dragon, last of his great eagle kind of this size not eaten by ogres and considered a demigod by many followers of the Indan faith. Should be as powerful as star dragon in combat, but without breath weapon. Around 1800 - 2000 value The last of the largest breed of Great Eagles in the mountains of Mourn not eaten by the Ogres and an abnormally large specimen when it migrated into the hills of Garkha, its size and majesty earned it the worship of a tribe of local Indans whom it formed a symbiotic relationship with, providing protection against the large beasts of the mountains while they helped maintain its home against more man sized interlopers. As time went on and the adulation and population size of the worshipping Indans grew, concurrent to their mutation into the Garudamen, the Garuda itself grew in power and size, and now matches even the greatest star dragons in wingspan and stature.


Ganeshan: (High leadership minotaurs with great weapons and magic attacks)Elephant headed men considered holy symbols of luck and new beginnings, they are gardeners, gurus and musicians during peace, but when go to war carry great maces of blessed steel and sound their trunks like trumpets. Descended from a species designed for long memories, wisdom, deliberate thought and unmatched strength and force when in action, these mighty guardians alone retain the knowledge to enchant metal with magical properties, as the Magic of Metal was increasingly abandoned, ultimately altogether, by an increasingly cloistered, soft and effete Brahmin class who no longer had an interest in metal magic due to the peculiarities of the caste system and their discrimination against the blacksmiths.


Rajpu Kingdom: On the NorthEastern border of Ind, this  kingdom is obsessed with honor and Hand to Hand combat.


​Rajpu Swordsmen - Chhetri - swordsmen with shields with very good stats - Chaos warrior with swords and shields stats but 60 armor - round 800 cost - however has 90 models rather than 75 so stats should be normalized that way. While in other kingdoms the sacrifice of animals for the glorification of the gods, warriors and their mutual consumption was restricted to specific festivals at different times of year or before battles, in Rajpu every festival and celebration was accompanied by the slaughtering of as many animals as possible. As such, their Chhetris have an even fiercer and bloodthirsty disposition compared to other  Chhetris. This is tempered by the longest and most distinguished swordsman tradition in the Kingdoms, their skill unmatched amongst the humans of Ind.


Rajpu Great Swordsmen  Chhetri - Empire great swords with 60 armor, around 800 cost. Forsaking their shields for larger swords, these scions of Rajpu cleave their foes in twain while issuing bloodcurdling cries to the Gods, beseeching them for blessing and glory.


Rajpu Cavalry with Sword and Shield - Chhetri: Heaviest Armor cavalry with 70, still fast, slightly better stats than regular sword and shield cav. Able to afford and keep a horse, these cavalrymen have no equal in close quarters combat in all of Ind. The extreme pride and honor of the Rajpu nobility demands combat with sword and shield even on horseback, and their martial traditions ensure that they rarely ever meet their match in battle.


Banga Kingdom: An often misunderstood land, these people have developed a syncretic society with Noble Tigermen


​Banga Riders: Chhetri swordsmen riding the 4 legged Tigermens into battle. Monstrous Cavalry equivalent to Hippogryph Knights without flight/polar bear riders (large heavy mass with lots of armor piercing, moderate anti large to make up for lower armor/lack of flight, same price) - 60 armor. Atop massive, 4 legged, one ton heavy, intelligent as human tigermen whom these most daring and capable of Bangan Chhetris gui​de with both instinct and animalistic communication, these powerful beasts of war can coordinate to take down much larger foes with their predatory instincts, and between the Tigerman’s immensely strong and lethal natural weaponry and the enormous cleavers of their Bangan comrades, armor of all is rent as if it were a spiderweb.


Noble Tigermen: Tigermen Beastmen allied with humans of Banga. Souped up Skin Wolves. They dont go feral - Chhetri - 60 armor. Since time immemorial, the Tigermen of Ind have held to a greater degree of human like civilization than the majority of Beastmen. While not as gently wise as the Ganeshan or loyally simple as the Monkeymen, and having a culture that prizes personal combat and ability to commit violence above all others, the Noble tigermen have long recognized that the mass slaughter of war does not benefit anyone unless their only goal is slaughter. While the Tigermen, both 2 and 4 legged, demand respect and obeisance from lower caste humans with a predatory savagery that occasionally turns violent, they have historically alternated between alliance as well as rivalry and occasionally communal violence with the humans of Banga. However, nowadays after numerous treaties, duels of honor, conflicts, and slow intermingling of populations that removed the former east/west segregation of human/Tigermen communities, first a confederacy, and later Kingdom of Banga between Human and Tigerman was formed. While the smaller, less favored Savage Tigermen, descended from the cast out runts of ancestral Tigermen whom had not abandoned the practice, naturally developing a deep hatred of Noble tigermen and humans, stand on average 7 feet tall and weigh between 350 and 400, noble tigermen average 8 feet tall and weigh on average 500 pounds. Souped up armored skin wolves equivalent.


Marat Kingdom: A kingdom that has the greatest traditions of archery in the Ind, its people deal with encroachment by the Beastmen of Ind from their dense jungles with rarely seen skill with bow and arrow. 


Marat Rangers: Equivalent to Crossbowmen - no caste

All boys of age are taught the art of archery if of given skill in this kingdom, which like the Kingdom of Garkha constantly vies with non Human outsiders of a completely inimical nature. As such, their men are raised in a far more egalitarian manner than else where, again similar to Garkha, but with corresponding militancy being widespread, and especially considering the lack of the Halls of Learning/City of Spires, all of their men are conscripted as early as possible. Their abilities in archery are thus the greatest out of all humans in the world, and even their common warriors of a skill rarely seen elsewhere.


Marat Hunters: Empire Hunters with 180 range - Chhetri Caste

The Elite of the foot archers of Marat, these noble warriors pierce the vital organs of their blood mad beastmen enemies with cold hearted precision and aplomb. Unlike the Garkhans or Rajput whom revel the bloodshed of close combat, these hunters range ahead of their main armies and disrupt any and all enemy assets before disappearing into the wild from when they came. Greatly feared not just by the beastmen of Ind but also other human kingdoms, they are often employed to assassinate high value targets from the furthest distances humanly possible.


Marat Horsemen: Equivalent to Ellyrian reavers in stats + Chhetri. These horse riding nobility can afford to ride horses per the resources of their lineage and personal skill, with often the most gifted archers of the land gifted a beast to ride into battle and serve the kingdom even better if they display talent at horsemanship.  Riding their famed Bhimthadi horses, a local breed created to run over the varied terrain of Marat with as much efficiency as possible, they lose vigour at half the rate of other light cavalry throughout the battle.


Kuru Kingdom: A kingdom recently united under the Pandav Chhetris that was the sole survivor of the great Kurukshetra war between Pandavas and Kauravas over control of Kuru and is only just beginning to rebuild itself into the intervening 2 years. 


Gajnal: Elephant with small cannon/very powerful gun on its back - (Guns equivalent to warplock jezzails or warwagons) chhetri Normally not able to stand the raucous nature of gunpowder and smoke, the Gajnals are especially hardy and powerful beasts chosen for these traits further desensitized to smoke and sound via specialized mantras that enable mini cannons/rifles of enormous caliber to be carried on their backs. Often ridden by the most privileged of the Chhetri, they also have a champion on board armed with long steel lance, the tusks are bladed and the armour is thick. A sturdy, moving castle of war.


Purbiyas: A unique order of Brahmins that has dedicated itself to the art of war. They wield great talwars and rifles, and are equivalent to lightly armored Streltsy (anti infantry melee, anti armor both melee and ranged) - brahmin. Perhaps the most revolutionary achievement of the bloodiest civil war in a Kingdom’s recent, perhaps even recorded history, the Purbiyas of the Kuru kingdom are the result of even Brahmins in this Kingdom needing to pick up arms in defense of the lineage they felt righteous, they set aside their disdain for the blast staffs of war known as guns and muskets elsewhere. Chanting their mantras into battle and achieving a blade like precision and clarity of thought, these high class warriors fire at enemies from afar with long rifles of exquisite craftsmanship, and when in close combat engage with the finest wootz steel against those whom would stand in their way. 


Tami Kingdom: Ruled by a very successful and magnanimous Peshwa family, located to the South of the Beast Tribes of Ind and North of the new Empire of Lanka, the Tami Kingdom has always been a very rich and prosperous land that thrived on the spice trade with outsiders.


Monkey Men: Primitive stone tool wielding men ruled over by demigod like being Hanuman, these Monkey Men still have enough thought and ability to communicate with humans in their high pitched, excitable accents with about the ability and grace of a human 12 year old. Remarkably cunning and intelligent despite appearances, these Monkey Men fight to the death for their loved ones and allies. WeakerFlagellant equivalent. No armour piercing, decent dps, unbreakable, no shield, no armor, unbreakable. - no caste


Tami Weaponsmasters  -Chhetri: Weaponsmasters wielding swordwhips, Kattar and Chakra, these exotic and exceptionally skilled warriors dominate the varied battlefields of Ind with a variety of weapons that enable them to adapt to a number of circumstances. As Tami has the best tradition of metallurgy in all of Ind, it is only natural their warriors retain the weapons traditions most unique to the subcontinent.  Their Chakram are short ranged weapons that are thrown just before combat and while not effective against armor, are sure to wound and maim any exposed flesh. This has very quick reload time and limited ammo. Similarly, the sword whips they carry are quite useful in both jungles and open areas as masters of this exceptionally difficult art could use it against unarmored foes in angles and ways they could barely comprehend, and while using this the masters spread out and get a small AOE attack with moderate non ap damage. However, if faced by foes with armor, they may switch to duel wielding Kattars or fist daggers that can puncture armor and hide of most creatures and warriors. This weapons preference reflects the unique landscape of the Indan kingdoms in terms of warfare, with many low skilled unarmored troops and high skilled low to medium armored troops running around the battlefield. Deadliness and skill rather than sturdiness and armor were preferred because both the climate of Ind was inimical to the long term storing of too much armor without increasingly hard to find Brahmin of metal help, not to mention sheer difficulty of wearing that in the constantly hot and humid kingdoms, and finally due to the fact that the only large mineral deposits were in the mountains to the north right next to the oger lands or the hills that bordered and dotted the lands that the Savage Beast Tribes inhabited.


​Beastmen of Ind:

A ravenous horde that occupies the south central jungles of Ind, they have recently and rapidly been unified by defeated and vengeful Kaurave prince Duryodhana who has now taken the title Rajah of the Wilds to establish a Savage Dominion over all of Ind. Already at war to gain vengeance against his humiliators, Duryodhana seeks to end all Indan civilization that would so cruelly snatch his birthright from his hands.


Units: same as the regular beastmen but instead of centigors they get Savage Tigermen, Enslaved Ganeshan, and Enslaved Monkeymen. Harpies are replaced by enslaved Garudamen.

Savage Tigermen are equivalent to normal skin wolves and go feral.


Instead of Gorebull they get Demon Tiger, corrupted 4 legged tigermen that is faster than gorebul with less armor piercing


Enslaved units are equivalent to their non esnlaved counterparts except have lower morale and can go feral. Monkey men lose unbreakable but have decent morale. This also makes the enslaved units cheaper than their counterparts.


Empire of Lanka: Vampire Counts equivalent that is ruled over by a long lost king who had spent centuries blending both Dark and Vampiric magic to create a ritual that transformed his kingdom into a now near limitless war machine of undead and monstrous horrors.


​The first action of the Empire of Lanka was to attack the high elves in the Tower of Sun.

Units: Indan Flavored Vampire Counts with some Dark Magic


Legendary Lord: 

Ravana: Rakshasa (New form of Lankan nobility and elite, looks like traditional hindu demon with either red, blue or jet black skin) oger sized demonic being with jet black skin and hair and carrying a great sword and with 10 heads to symbolize his wisdom and intelligence. Has access to lores of Darkness and Vampires.


Dark Elf Mentor: sorceress of darkness


Necrarch Mentor: Necrarch Vampire Lord


Generic Lords: Lords of Lanka were changed into one of two forms: the bestial and burly Rakshasa or the sleek and predatory Indan Vampire. The all female order of the Brides of Ravana practicing Dark magic taught by the dark elf sorceress were elevated and became ruling elite alongside the turned Rajahs and Priests of Ravana whom both are dedicated to uplifting and twisting the remaining live humans as they came of age in Lanka. Rather than making the Indan vampire strain modeled after the necrarch himself, Ravana and his mentors wanted a strain less given to experimentation and creative thought and more given to martial prowess and hierarchy in order to better serve the Empire’s needs.


Rakshasa RajaH: Large and powerful Rakshasa 


Indan Vampire Lord: Indan version of blood dragon vampire lord with less armor


Bride of Ravana: Human version of supreme sorceress of dark magic


High Priest of Ravana: Necromancer lord with access to both Dark and Vampiric Magic equivalent


Heroes:

Lankan Priest of Dark Magic


Lankan Priest of Vampiric Magic


Indan Vampire with Vampiric Magic


Rakshasaguru: Rakshasa sage that has access to both dark and vampiric magic


Units:


Zombies and skeleton units are the same

Grave guard are all the same except with less armor and looking more indian culturally

Black knights are all the same except with less armor and looking more indian culturally

Blood knights are renamed Blood knights of Ravana and are the same except with less armor

Fell bats are replaced by twisted Garudamen, same stats as Garudamen but undead.

Crypt ghouls are replaced by twisted monkey men who have the same stats as crypt ghouls including poison.

Crypt Horrors are replaced with Rakshasa Warriors: Same stats except replace poison with 60 armor


Tigergheist: Example of the dark and twisted genius of Ravana, he has twisted the local tigermen into flying mostrosities of skin, claw and bone. Vargheists with tiger heads - same stats

Twisted Ganeshan: Bloated to massive proportions and swelling with dark magic, these originally gentle giants are forced to revert to dragging their arms on the ground due to their buckling size, but can still swing them with boulder crushing strength when riled. Varghulf with elephant head

Terrorgheist: Same as vampire counts

dire wolves is same


All chariots are the same except change black coach to less armored with undead powerful archer too


Only one non undead unit: Lankan Sepoy. Immune to psychology handgunners with armor piercing bayonets. The small breeding population is afforded every luxury, waited onhand and foot by constructs of various natures. While their surroundings are grotesque and horrifying to most humans in Ind or even else where, these Lankans are quite comfortable and as a result not easily frightened. They are instilled with an iron willed nationalist discipline and fanatic religious fervor from a young age, and are raised to the fullest of their physical, mental and cultural abilities. Their greatest male heroes are afforded the Vampire Change or the Rakshasa Rebirth, while women are allowed to the highest echelons of government via tutelage under dark elf sorceress by becoming a Bride of Ravana. While the price is a night with his majesty, he is not a jealous lord and willingly lets his subjects and wives have the love lives that they wish. He desires other jewels, and elsewhere his eyes travel...


Ergo the Lankan mortal society Is quite liberal, open and meritocratic, with honor between the Blessed (Vampires and Rakshasa) and the rest of the Lankans being much better adhered to compared to in other lands, as they are not viewed as cattle or prey, but family whom willingly devoted parts of themselves for the sustenance of their loved ones.

Also have access to skeleton archers.


Less armored units are cheaper to compensate.

0Send private message
0Send private message
a month ago
Feb 18, 2025, 3:32:41 AM

My personal opinion:

1. Normal units too good while being too normal.

2. Elite units not magical or epic enough.  Indian myth is all about heroes with comic book levels of magical cheats; where are they?  Forget riflemen and such; all elite range units should be shooting crazy magical missiles of whatever exotic sort.  I want you to give them magical Chakrams with 5000% penetration so that each one just flies through an entire infantry unit chopping off heads in its flight path.  The urumi should be ultimate infantry blenders.

3. Everyone should have low to mid armor.  But do not suffer any "jungle attrition" within Ind or similar lands.

4. "Jungle attrition" should be devastating to all well-armored non-Ind units, while affecting low-armor non-Ind units less.

5. Well-armored non-Ind units fighting in an Ind battlefield starts off Very Exhausted.

0Send private message
22 days ago
Feb 28, 2025, 7:44:34 PM

Sandboxhead#8494 wrote:

My personal opinion:

1. Normal units too good while being too normal.

2. Elite units not magical or epic enough.  Indian myth is all about heroes with comic book levels of magical cheats; where are they?  Forget riflemen and such; all elite range units should be shooting crazy magical missiles of whatever exotic sort.  I want you to give them magical Chakrams with 5000% penetration so that each one just flies through an entire infantry unit chopping off heads in its flight path.  The urumi should be ultimate infantry blenders.

3. Everyone should have low to mid armor.  But do not suffer any "jungle attrition" within Ind or similar lands.

4. "Jungle attrition" should be devastating to all well-armored non-Ind units, while affecting low-armor non-Ind units less.

5. Well-armored non-Ind units fighting in an Ind battlefield starts off Very Exhausted.

The Purbiyas do shoot magical bullets, the weapons masters do throw chakrams. But more magical and less mundane units is a good idea, it is just that Ind is far from the Chaos poles so the background is that they should have a relatively low amount of magical energy and therefore have low amounts of magic damage units


All Ind units have low armor for their unit class/tier, their martial traditions are to make up for that.


The noble beastmen seem rather magical don't they? Tigermen, elephantmen, monkeymen and eaglemen. And the star dragon sized giant eagle on top!


--sorry don't mean to resurrect I just don't regularly get on and noticed the feedback just now. Will try out the ideas feature on this platform as well.

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message