Information Thread for Potential New Kislev Units
The Kingdom of Kislev, sometimes known as the Realm of the Ice Queen or simply as Kislev, is the most northernly Human civilization within the Old World, a powerful and war-driven nation that is known far and wide for having one of the greatest horsemens to ever roam the plains of the southern realms. From the World’s Edge Mountains to the East and the Sea of Claws in the West, Kislev stands at the very frontiers of Human civilization, a land covered in wide-open steppes and thundering icy rivers, where lonely villages stand isolated in the empty wilderness, while mighty cities rise from the landscape like great islands of stone. The climate is harsh and unforgiving, and only the strongest, most determined people can survive here.
http://warhammerfantasy.wikia.com/wiki/Kislev
Military, Magical and Technological Regiments and Other Notables
Leadership, Lords & Other Character TypesSpoiler Alert, click show to read:Ataman = Atamans bear great responsibilities, for all important local matters are decided by them, especially those concerning security and law. Further, if there are no local priests, atamans also take on the responsibility for the spiritual wellbeing of their people, leading religious rites and ceremonies.
http://warhammerfantasy.wikia.com/wiki/Ataman
Chekist = The chekist of Kislev are the Tzarina’s secret police. Their existence is not secret, and they have a lot of open members, but they also have spies searching for signs of corruption and opposition to Katarin’s rule. "Armoured in distinctive black uniforms, the chekist are universally dreaded by all citizens of Kislev, for once a person enters their lair, they are known as “disappeared” and will, in all likelihood, never be seen alive again."
http://warhammerfantasy.wikia.com/wiki/Chekist
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 86
Droyaska = "Blademaster; a title bestowed upon a master swordsman whose skill is above all others"
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 9
The Ambassador by Graham McNeill - Chapter 2
Ice Mages = The wizards of Kislev practice a form of magic radically different from the magic used by the wizards of the Colleges of Magic in the Empire. They often ride with Kislevite armies to unleash their terrible spells against the foes of Mother Kislev. May ride horses or a monster. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Kovnik = "He deployed many of the newly mustered state troops into the Ostforts along the northernmost border and then led a sizeable force into Kislev, joining with Pitr Sergeyev, a great Kovnik (Captain) of Erengrad."
https://i.imgur.com/kfFJbkU.png
Rotamaster = These are known to lead knightly troops, sometimes they are adventurers too.
https://i.imgur.com/TzGfGig.png White Dwarf 244
Shaman = A unit from the Warmaster game.
https://www.scribd.com/doc/239418950...azine-Issue-02
Stelniks = "Gospodars are, for the purposes of Ungol law, considered to be one family. That means any crime committed by a Gospodar against an Ungol may be avenged on any other Gospodar. This part of Ungol law is something Katarin thoroughly dislikes. In response, she has established a group of Gospodars who track down the real criminal and take the punishment if they fail. These stelniks, as they are called, are often convicted criminals given a chance to work off their penalty. They often follow the bounty hunter career."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf
ErengradSpoiler Alert, click show to read:Merchant Princes = "The Kingdom of Kislev has no offical Fleet or Armadas at her disposal, and the only fleets of ships located anywhere near these coastlines are owned by independent Merchant Princes in the Trade-City of Erengrad."
http://warhammerfantasy.wikia.com/wiki/Kislev
Cults of KislevSpoiler Alert, click show to read:"Kislev is a land of many religion as well as local superstition. Having an ancestry dating back to the marauder tribes of the north, such as the Dolgans and Khazags, much of Kislevite religion revolves around the worship of foreign gods that had originated in the Eastern Steppes but were brought to Kislev by the arrival of different human tribes. Within Kislevite religion, there a variety of foreign and local gods that the Kislevites worship, but perhaps the three most common and most well known are the worships of Ursun, Dazh and Tor."
http://warhammerfantasy.wikia.com/wiki/Kislev
Cult of DazhSpoiler Alert, click show to read:"Dazh is the God of Fire and Sun and whose worship is primarily based within the cold, frigid lands of Kislev. It was Dazh who took the secret of flame from the sun and gave it to the ancient warrior chiefs of the tribesmen. Without Dazh’s fire, the long winters of the north would be fatal, and tributes and prayers are regularly offered up to him. In more civilised lands, he rules over the hearths of homes, and is also the patron of guests and the needy. Thus, hospitality to those who call engenders safety for a household, while a poor host or hostess may find that their fire will not start, or that their roof springs an unexpected leak."
http://warhammerfantasy.wikia.com/wiki/Dazh
Alari = "You ask Dazh to illuminate the night, and he answers with his warrior-consorts— the Alari. The northern sky lights up with eerie fires as the Alari dance. This illumination is enough light to see by."
http://warhammerfantasy.wikia.com/wiki/Dazh
Arari = "Thus, if Dazh needs to communicate, he sends his firebirds or the Arari as messengers. The Arari are great fire spirits that dwell in Dazh’s golden palace. When they are not serving him, they often dance, producing a colourful display in the northern sky."
http://warhammerfantasy.wikia.com/wiki/Dazh
Bell Cannon of Dazh = "Meanwhile, at Bohsenfels, the North Kislev Alliance led by Alexi Makarev has broken through the few attackers remaining at the castle. From here it is the Boyar's intention to attack the rear of the armies at Brass keep, or perhaps to move further south to aid in the fighting beyond the Middle Mountains. His attack was aided by the arrival of the Gryphon Legion from the west, and support by cannons sent from the city of Kislev. Forged from the bells of the city's cathedrals, these cannons are believed to be blessed by the gods, although the frail brass of the cannons is liable to crack and break under intense firing." Important: Kislev armies may take Great Cannons as Rare choices. Attacks by these blessed cannons are considered to be magical, but they are at –1 to rolls on the Misfire table.
http://warhammerfantasy.wikia.com/wiki/Dazh
https://www.tapatalk.com/groups/orcg...os-t26684.html Loremaster's Journal Week 6 - Storm of Chaos Event
Faithful of Dazh = "Dazh is the kindest of all the Kislev Gods and the one most concerned with man’s welfare. In return, he places a great emphasis on proper behaviour. The followers of Dazh are the most dedicated of all the Kislevite priests, and their religion is the most formalised. The faithful also place in the fire pieces of parchment bearing special prayers to Dazh to intercede on their behalf."
http://warhammerfantasy.wikia.com/wiki/Dazh
Priest of Dazh = "Priests of Dazh are warm-hearted individuals who take deep pride in their hearths and homes, and many bedeck themselves in sacred gold. Those who call upon Dazh often prefer heat to cold and may feel uncomfortable when the sun sets."
http://warhammerfantasy.wikia.com/wiki/Dazh
The Rota of the Dawn = "The cult does possess a lay order of lancers, however. Called the Rota of the Dawn, they are employed to guard Dazh’s temples from raiding Kurgan and Beastmen. They also act as bodyguards to high-ranking members of the priesthood. Members of the Rota of the Dawn are drawn from rotas based in the southern capital. Thus, these knights have a reputation for not knowing a great deal about survival in the oblast."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 39
War Altar of Dazh = "These are small portable altars carried onto the battlefield and guarded by units of religious fanatics. War altars usually contain or incorporate holy relics."
https://i.imgur.com/JjFA4G4.png Warhammer 3rd Edition Armies Book
Cult of KalitaSpoiler Alert, click show to read:"Kalita is the Kislevite approximation of Handrich, the Empire God of merchants and money. However, since gold is the metal of Dazh and silver of Tor, Kalita is associated less with money and more with trade goods and materials. His symbol is the horse or the pony, laden with barrels and crates. Kalita watches over caravans and trade routes, ensuring the goods reach their destination, the roads are not closed by blizzards, and the wheels of commerce continue to turn—something not at all reliable in the harsh climate of the north.
Kalita is only worshipped in the cities and even then only by merchants. He has no temples or any real cult to speak of, and he is only remembered by small symbols or statues on the desks and walls of the counting houses and guildhalls. He is usually depicted as a wealthy, young nobleman and is considered a member of Dazh’s court. He appeals to Dazh to hold the snows or darkness at bay for that extra hour or day of travel. Sometimes he is successful; sometimes he is not. us, the saying “to trust in Kalita” implies a risky business venture."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 42
Cultists of Kalita = Fanatical devotees to Kalita.
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 42
Priests of Kalita = Priests to the god Kalita.
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 42
War Altar of Kalita = "These are small portable altars carried onto the battlefield and guarded by units of religious fanatics. War altars usually contain or incorporate holy relics."
https://i.imgur.com/JjFA4G4.png Warhammer 3rd Edition Armies Book
Cult of SalyakSpoiler Alert, click show to read:"Salyak is the Kislevite goddess of healing and comfort and bears much in common with Shallya of the Empire. Like Shallya, Salyak is depicted as a woman in white or a white bird, and those of her order are charged to tend to the sick whenever possible. Salyak is more of a mother of mercy than a maiden, however, and intercedes less than her Empire counterpart.
Salyak teaches common sense and sound care but will not save those whose time has come. Most prayers to Salyak come from young mothers and nursemaids. Salyak knows how to calm a baby to sleep, how to make sure he eats and sleeps well, and watches over him to make sure he grows up to be a great warrior. Salyak also knows how to dull the pain or remove a shattered limb when the boy grows up and comes back from battle. “Salyak’s Mercy” is the name of a drink given to dying soldiers; it is a mix of koumiss, mandrake, and hemlock that ensures they die quickly and without pain."
http://warhammerfantasy.wikia.com/wiki/Salyak
Cultists of Salyak = Fanatical cultists of Salyak.
http://warhammerfantasy.wikia.com/wiki/Salyak
Priestess of Salyak = "Temples to Salyak are mostly found in cities, where there is some access to the requirements of her ministrations and some chance of them working. Uniquely for Kislev, Salyak’s priests can be either male or female. Some say the priestesses of Salyak are responsible for raising the next generation of Kislev’s warriors and, thus, are vital to the land holding out against Chaos."
http://warhammerfantasy.wikia.com/wiki/Salyak
Soldiers of Salyak = "Temples to Salyak are mostly found in cities, where there is some access to the requirements of her ministrations and some chance of them working. Uniquely for Kislev, Salyak’s priests can be either male or female. In general, the males tend to the soldiers, while the females work as nursemaids."
http://warhammerfantasy.wikia.com/wiki/Salyak
War Altar of Salyak = "These are small portable altars carried onto the battlefield and guarded by units of religious fanatics. War altars usually contain or incorporate holy relics."
https://i.imgur.com/JjFA4G4.png Warhammer 3rd Edition Armies Book
Cult of TaalSpoiler Alert, click show to read:"The Cult of Taal and Rhya is the sanctioned cult of Talabecland and is wildly popular in the northern and eastern parts of the empire. Talabheim is fervent in it’s worship of both Taal and Rhya. Taal represents power and majesty of nature, both the physical world of stone and wood and the primal urge of life. Rhya is a nurturer of the land. They dislike firearms and other works of science."
http://warhammerfantasy.wikia.com/wi..._Taal_and_Rhya
Brotherhood of the Bear = A military order of Ranger-Templars that follow Taal and specialise in skirmish actions in forests and rough terrain. Wear light armour, shields, bow and ride warhorses. Can wield double-handed weapons. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Cultists of Taal = Common for cultists to adorn their hair and dress with leaves, flowers, sticks and jewellery carved from natural, organic materials. They tend to wear the garb of a hunt.
http://warhammerfantasy.wikia.com/wi..._Rhya#Cultists
Horned Hunters = The rites of Taal demand great physical, emotional, and mental fortitude for its practitioners. The Horned Hunters are deeply zealous and shun the city. Unlike Taal’s Chosen, the Horned Hunters give up much in the way of a material life. They shun normal clothing and wear animal skins, loincloths or less. They undergo extensive tattooing.
https://www.scribd.com/document/2472...r-in-Talabheim Warhammer Fantasy 2nd Edition RPG
Kin of Taal = The largest sect of this cult, they are comprised of men who wish to embody aspects of masculinity at its basest level. They’re tasked with protecting “Men’s Secrets” and the mysteries of the wild. They spend a great deal of time consuming alcohol and using hallucinogenic substances. They lead men into the forest to host wild hunting parties.
http://warhammerfantasy.wikia.com/wi...and_Rhya#Sects
Priest of Taal = It is said that every priest of taal is born during the darkest phase of the moon. Those who are accepted into the service of Taal are loners by nature and spend their time wandering the untamed forests of the Empire.
http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 11
War Altar of Taal = "These are small portable altars carried onto the battlefield and guarded by units of religious fanatics. War altars usually contain or incorporate holy relics."
https://i.imgur.com/JjFA4G4.png Warhammer 3rd Edition Armies Book
Wardens = They are stalwart defenders of Taal and Rhya’s sacred locations, protecting them from incursions of Beastmen, Greenskins and ignorant citizens of the Empire such as poachers. They are known for their quiet, serious and mysterious behaviour. They are enforcers of secret rites.
http://warhammerfantasy.wikia.com/wi...and_Rhya#Sects
Cult of the Ancient WidowSpoiler Alert, click show to read:"Then a great spirit—called “The Ancient Widow,” “Kislev,” or simply “The Land”—whispered to a Gospodar shaman-priestess. It promised her great power if she swore to seize a distant, frozen realm where the spirit was trapped by the Daemon Gods. The shaman, desperate to aid her people, readily agreed and was granted the power of winter in return. With the Ancient Widow’s guidance, the shaman quickly mastered her new powers and used them to gather what she needed to fulfil her promise. Soon, she had bound the disparate Gospodar clans into a single people and placed herself above them as their first Khan-Queen. This done, she took her people and began her search for the Ancient Widow’s land.
After generations of bloodshed on the Endless Steppe, a descendant of the Khan-Queen led the Gospodars across the Worlds Edge Mountains. There, wide-eyed, she encountered a vast snow-covered plain pulsing with icy power. She immediately collapsed to the ground and wept frozen tears, for she knew her search had finally ended. By this time, there were many women wielding the Khan-Queen’s cold magic, so when the Gospodars blew their horns of war, the native Ungols, Ropsmenn, Ostermarkers, and Ostlanders had little chance against them."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 45
Apprentice Witches = Every year, ice witches emerge from the frozen oblast to assess shivering Gospodar girls. The rare girl demonstrating magical talent is taken away and is unlikely to see her family again. Barely old enough to be called women, these apprentices-to-be are led into the depths of Kislev’s cruel winter, and there, they are taught the ways of the Khan-Queens of old. Those who survive are forever changed: they are cold, aloof, mature well beyond their years, and very aware of their insignificance beside the might of the Ancient Widow’s glacial heart.
http://warhammerfantasy.wikia.com/wiki/Apprentice_Witch
Bell Cannon of the Ancient Widow = "Meanwhile, at Bohsenfels, the North Kislev Alliance led by Alexi Makarev has broken through the few attackers remaining at the castle. From here it is the Boyar's intention to attack the rear of the armies at Brass keep, or perhaps to move further south to aid in the fighting beyond the Middle Mountains. His attack was aided by the arrival of the Gryphon Legion from the west, and support by cannons sent from the city of Kislev. Forged from the bells of the city's cathedrals, these cannons are believed to be blessed by the gods, although the frail brass of the cannons is liable to crack and break under intense firing." Important: Kislev armies may take Great Cannons as Rare choices. Attacks by these blessed cannons are considered to be magical, but they are at –1 to rolls on the Misfire table.
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf
https://www.tapatalk.com/groups/orcg...os-t26684.html Loremaster's Journal Week 6 - Storm of Chaos Event
Ice Maidens = When apprentice witches finish their training, they are released from their mistresses to seek a deeper understanding of Ice Magic. To do this, they must mirror the Ancient Widow as closely as possible, so they swear vows of chastity before forging forth with cold determination in their hearts. They can be found in unlikely places as they quest for understanding, but most commonly they wander the frozen oblast, facing kyazak the land’s spirits with resolve. An ice maiden’s vow of chastity ends when she gains insight into her wintry magic and becomes a full ice witch; however, for some, this understanding never comes, and they remain forever alone.
http://warhammerfantasy.wikia.com/wiki/Ice_Maiden
Ice Witches = The Ice Witches are a female-only Sisterhood of powerful sorcerors within the lands of Kislev. Women of great magical power, of whom the Tzarina is their most famous member, they command the very elements and bring to bear the might of the land in defence of their great nation. They are a strange breed, being physically and spiritually linked to the seasons, growing weaker in the summer and stronger in the winter.
http://warhammerfantasy.wikia.com/wiki/Ice_Witch
War Altar of the Ancient Widow = "These are small portable altars carried onto the battlefield and guarded by units of religious fanatics. War altars usually contain or incorporate holy relics."
https://i.imgur.com/JjFA4G4.png Warhammer 3rd Edition Armies Book
Cult of the UngolSpoiler Alert, click show to read:"Ann ancient tradition of magicians survives among the Ungols, and their influence extends even to the Gospodars. The wise women keep the oral lore of the tribes, mediate with the spirits of the steppe, and keep a vigilant eye out for the taint of Chaos. Among the Ungol, almost no one questions the wise women. There are no traditional stories of what happens when you do. Some groups of Gospodar provide new cautionary tales every year of those who ignored the hags’ advice, and Ungols tell tales of the latest disasters to happen amongst their conquerors. e longer a group has lived on the steppes, the less likely they will disregard a hag’s advice, but there are always a few who harbour grave suspicions about the source of the women’s knowledge."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 42
Hags = Few Ungol women develop magical powers without first demonstrating “the sight.” Thus, most hag witches—women who can invoke the spirits of Kislev—were wise women first. Their powers are said to be a blessing and a curse, for although the hags can undoubtedly aid their local communities, the spirits demand a high price for their compliance: premature ageing. Because of this consequence, most wise women dread the possibility of the spirits answering their call.
http://warhammerfantasy.wikia.com/wiki/Hags
Hag Mothers = Most eke out simple lives in rustic huts far from the communities they watch over. These hag mothers rarely leave their haunted homes, forcing those seeking their aid to undertake arduous journeys to reach them. However, a few hag mothers do wander, following wherever the spirits lead them and sharing their knowledge. Although most appear impossibly old and bent—their twisted spines creaking alarmingly at the smallest movement—many retain their youthful vigour and can be unexpectedly spry.
http://warhammerfantasy.wikia.com/wiki/Hag_Mother
Spirits = "In addition, the wise women are close to the spirits and, thus, could send them to plague their enemies. Some threaten to do exactly that in disputes between villages, and a few can even make good on their threats. Thus, even the wise women who do not have personal magical power may have access to supernatural backing, and that backing does not have the best interests of Humans at heart." These are further expanded in the sub-section below.
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 43
The Tainted = "Rather, the tainted are taken to remote, hidden communities, where they are enslaved and forced to lend their assistance to the hags for whatever sinister purpose they might have. Most tainted do meet their end quickly through brutal torture or the exhaustion of their life energy for some ritual or another. Those with the stamina to endure the hag’s cruel caress are eventually sent north to nd their deaths ghting in the Chaos Wastes. The wise women justify their actions with the excuse that the only way a tainted soul can be purified is to fight against the forces that inspired the corruption, and so they instruct the tainted to fight and die for Kislev."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 43
War Altar of the Spirits = "These are small portable altars carried onto the battlefield and guarded by units of religious fanatics. War altars usually contain or incorporate holy relics."
https://i.imgur.com/JjFA4G4.png Warhammer 3rd Edition Armies Book
SpiritsSpoiler Alert, click show to read:Domovoi = "The Domovoi, or “kindly grandfather,” is the most common of all Kislevite spirits, a well-meaning, though thoroughly mischievous, spirit that can take the appearance of an old, withered peasant with a long, grey beard or even a cat or a mouse. One cautionary folk tale of Kislev tells of a man who tried to rid his house of the Domovoi only to be suffocated by it in his sleep."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 50
Leshii = "The Leshii is known to hide woodcutters’ axes just when a vicious bear or wolf is approaching, so it is customary for woodcutters to carry a spare knife (known as a Leshii blade) for just such occasions. Particularly comely girls are often forbidden to walk alone near forests for fear that a Leshii might carry them off to an unknown but doubtless unpleasant fate."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 50
Polevoi = "When working in the fields, peasants often ask for the blessing of the Polevoi and the Poludnitsa, spirits of nature
said to bestow fertility on the soil of farms that honour them. Similarly, it is considered good luck to offer these spirits a little grain from the harvest to ensure they do not become angry and render the soil barren."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 50
Poludnitsa = "When working in the fields, peasants often ask for the blessing of the Polevoi and the Poludnitsa, spirits of nature
said to bestow fertility on the soil of farms that honour them. Similarly, it is considered good luck to offer these spirits a little grain from the harvest to ensure they do not become angry and render the soil barren."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 50
Ryzhnyi Khoziain = "The Ryzhnyi Khoziain is one of the most feared spirits of Kislev, for no folk tale dares describe it other than as an evil, winged spirit that howls across the steppe on the darkest, coldest nights. None who have seen the Ryzhnyi Khoziain have lived to tell of it, and chilling tales persist of riders discovering entire villages vanished overnight, no trace remaining of its inhabitants or livestock. Unlike many other Kislevite spirits, there appears to be no way to placate the Ryzhnyi Khoziain, and all peasants can do when they hear its mournful howling is close their eyes and pray to the Gods that it will pass them by."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 50
Rusalka = "This spirit may also be linked to the Rusalka, which is said to be the spirit of a drowned maiden that is angry at her untimely death and seeks to drown passers-by to present to the underworld in exchange for her own life."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 50
Vodianoi = "The Vodianoi is a particularly evil and dangerous water spirit who entices people to the edge of rivers or pools and drowns them for its own vulgar enjoyment. It often appears as a naked old man with a long beard and green hair who sits at a river’s edge and begs for help (a plight most Kislevites could not ignore), but in the north of Kislev, there are more outlandish tales of it appearing as a creature that is half-fish, half-Human and drips with slime—though how such a repulsive creature is able to entice people to approach it is never explained."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 50
Cult of TorSpoiler Alert, click show to read:"Tor is the god of thunder and lightning in the Old World. He is also worshipped as a warrior god, and is revered in the nation of Kislev. He is portrayed as a muscled, square-jawed warrior. He wields a massive axe with a haft of oak, and uses it to cleave the sky to create the thunderbolts for which he is famed.
A warrior god, Tor is the most active of the Kislevite gods, and quite frequently his name is used as a curse on others. For example, the phrase ‘Ty Tor!’ means ‘By Tor!’ and is an exclamation of surprise. On the other hand, ‘Do Tor!’ means ‘Tor’s Bolt!’ and is an entreaty for the god to unleash his anger upon the enemy."
http://warhammerfantasy.wikia.com/wiki/Tor
Axemen of Tor = "As so much of Kislevite life is nought but battle and war, Tor is a constant companion, and no axeman goes into the fray without uttering a prayer to him. Tor’s followers typically wield axes, large or small, and many carve a stylised lightning bolt onto their weapon arm, or into their weapon’s hilt. It is also common to braid patches of hair or beard into a zigzag fashion. Silver is Tor’s metal, which Kislevites believe is made when his lightning hits the ground. Devout followers tie pieces of silver thread around their axe blades or weave it into their beards."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 40
Bell Cannon of Tor = "Meanwhile, at Bohsenfels, the North Kislev Alliance led by Alexi Makarev has broken through the few attackers remaining at the castle. From here it is the Boyar's intention to attack the rear of the armies at Brass keep, or perhaps to move further south to aid in the fighting beyond the Middle Mountains. His attack was aided by the arrival of the Gryphon Legion from the west, and support by cannons sent from the city of Kislev. Forged from the bells of the city's cathedrals, these cannons are believed to be blessed by the gods, although the frail brass of the cannons is liable to crack and break under intense firing." Important: Kislev armies may take Great Cannons as Rare choices. Attacks by these blessed cannons are considered to be magical, but they are at –1 to rolls on the Misfire table.
http://warhammerfantasy.wikia.com/wiki/Tor
https://www.tapatalk.com/groups/orcg...os-t26684.html Loremaster's Journal Week 6 - Storm of Chaos Event
Cultists of Tor = "Tor is usually represented by the symbol of a thunderbolt, or an axe with a thunderbolt for a haft. Silver is considered the favoured metal of Tor, and it is usual for a famed warrior to have threads of silver woven into his moustache or beard as a sign of thanks to the storm god."
http://warhammerfantasy.wikia.com/wiki/Tor
War Altar of Tor = "These are small portable altars carried onto the battlefield and guarded by units of religious fanatics. War altars usually contain or incorporate holy relics."
https://i.imgur.com/JjFA4G4.png Warhammer 3rd Edition Armies Book
Warrior-Priest of Tor = "Priests of Tor are often taciturn and belligerent, and many wield war axes detailed in sacred silver. Those who call upon Tor can be quick to anger, and many are drawn to high locations, such as mountains or tall towers. Prayers to Tor involving thunder, lightning or rain, are known to occasionally bring on a full storm."
http://warhammerfantasy.wikia.com/wiki/Tor
Cult of UrsunSpoiler Alert, click show to read:"Ursun, also known as the Great Bear, or Father Bear is the God of Bears and Strength and the patron god of Kislev. His worship was first introduced by the Gospodars, but bears are such a major part of Kislevite life that the religion was absorbed almost instantly. Bears continue to be a vital part of society to this day, and the religion is now inseparable from the Kislevite culture. Worship of Ursun is not a state religion as the worship of Sigmar in the Empire is, but the fate of Kislev is linked in many minds to the fortunes and favour of Father Bear. The Cult of Ursun is the main religious organization that mandates the worship of Ursun."
http://warhammerfantasy.wikia.com/wiki/Ursun
Bell Cannon of Ursun = "Meanwhile, at Bohsenfels, the North Kislev Alliance led by Alexi Makarev has broken through the few attackers remaining at the castle. From here it is the Boyar's intention to attack the rear of the armies at Brass keep, or perhaps to move further south to aid in the fighting beyond the Middle Mountains. His attack was aided by the arrival of the Gryphon Legion from the west, and support by cannons sent from the city of Kislev. Forged from the bells of the city's cathedrals, these cannons are believed to be blessed by the gods, although the frail brass of the cannons is liable to crack and break under intense firing." Important: Kislev armies may take Great Cannons as Rare choices. Attacks by these blessed cannons are considered to be magical, but they are at –1 to rolls on the Misfire table.
http://warhammerfantasy.wikia.com/wiki/Ursun
https://www.tapatalk.com/groups/orcg...os-t26684.html Loremaster's Journal Week 6 - Storm of Chaos Event
Cultists of Ursun = "Devout followers of Ursun wear bearskin cloaks, or wear a bear’s paw as a talisman. Amongst the northern tribes, it is not uncommon for Ursun cultists to wear a bear’s skull over their helmets, or fixed to the front of their shields."
http://warhammerfantasy.wikia.com/wiki/Ursun
Chief Priest of Ursun = "Despite his wild nature, Ursun is as popular in the cities as he is in the oblast. This status is mostly because the previous Tzar was also the high priest of the Cult of Ursun, the first to claim that title in over four hundred years. During the Great War against Chaos, the Cult of Ursun was scattered to the winds. The Bear God was still revered, but with so many cities and towns devastated, the central cult vanished. When Tzar Boris had his encounter with Urskin the Great Bear, he knew he was chosen by Ursun, took the God’s name as his, and brought the faith back to Kislev. His daughter, Katarin, did not follow in the role of high priest but is no less dutiful to Father Bear."
http://warhammerfantasy.wikia.com/wiki/Ursun
Keepers of the Hunt = "Boris also ordained a group known as the Keepers of the Hunt. This loose connection of warriors and woodsmen ensure all bear hunts around the capital are performed according to Ursun’s strictures. However, their authority is limited, and with the Tzar gone, their numbers are dwindling."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 37
Priest of Ursun = "Priests of Ursun tend to be wild individuals, and many wear sacred skins and holy bear bones. Those calling upon Ursun are often uncomfortable around the trappings of civilisation and frequently grow lethargic in winter."
http://warhammerfantasy.wikia.com/wiki/Ursun
The Circle of the Bear = "With its new prominence under Tzar Boris, the cult gained two new orders. The first is a warrior group known as the Circle of the Bear. Membership in its prestigious ranks is reserved only for winged lancers who demonstrate great courage and great devotion to Ursun. The Circle swears total obedience to Father Bear, but when lacking such divine guidance, they take orders directly from the Tzarina."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 37
The Sons of Ursan = Knights riding great war-bears, carrying shields and lances. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
True Keepers = "Within the Keepers of the Hunt is a sub-cult called the True Keepers, and with the death of the Tzar, their zeal for their holy mission has only increased. They see noblemen and druzhinas using dogs, traps, and guns, sleeping bears being killed, whole carcasses left to rot in the snow, and nobody stopping it. They believe the only way to end such atrocities is with blood and have begun hunting down and murdering the perpetrators, using the same techniques the offenders used to hunt bears. So far, only a few nobles have failed to return from their hunts, but very soon, this trouble will boil over."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 37
War Altar of Ursun = "These are small portable altars carried onto the battlefield and guarded by units of religious fanatics. War altars usually contain or incorporate holy relics."
https://i.imgur.com/JjFA4G4.png Warhammer 3rd Edition Armies Book
InfantrySpoiler Alert, click show to read:Archers (Armour Piercing) = "A yard-long arrow with a sharp, heavy head of tempered steel designed to punch through armoured Chaos marauders."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 96
Archers (Incendiary) = "A four-foot-long arrow with a ammable head used to set enemy buildings (and enemies) alight and sow panic amongst ranks of troops."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 96
Archers (Screamer) = "A yard-long arrow with a hollowed, bone head. When fired, air passes through the head, creating a screeching noise that can be used to signal allies or distract enemies or game."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 96
Armoured Kossars = ”A group of armoured kossars marched down the centre of the street, resplendent in scarlet and green and armoured in a mix of iron and bronze breastplates. They carried wide-bladed axes and had short, recurved bows slung at their sides. All wore furred colbacks and had thick scarves tied around the lower portion of their faces.”
Ursun’s Teeth by Graham McNeill - Chapter 3
Burghers = A relatively new class that is nestled somewhere between the poor and nobility. They arose in the cities and many are wealthy. Burghers are troops that come from this class, they have better paid equipment than State Troops but fill similar roles.
http://whfb.lexicanum.com/wiki/Burgher
http://warhammerfantasy.wikia.com/wiki/Kislev
Cossacks = Same as mounted Cossacks but lacking horses. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Kislev Archers = Much the same as above, but with bows. From Warmaster magazine.
https://www.scribd.com/doc/239418950...azine-Issue-02
Kislev Axemen = A unit listed for Warmaster; huge axes, long fur-trimmed coats and a mandatory beard.
https://www.scribd.com/doc/239418950...azine-Issue-02
Kossars = ”Kossars in long, padded coats and green taards emerged from within and blocked the gateway with long-hafted axes and shouted oaths. Fierce-looking men with helms of bronze and long, drooping moustaches, they pushed the wailing refugees back without mercy.”
Ursun’s Teeth by Graham McNeill - Chapter 1
From White Dwarf Issue 288
Kreml Guard = Hand-picked elite of the kislevite infantry. They form the bodyguard of the Tzars and watch over the palace of the Kreml. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Streltsi = Kislevite infantry trained in the use of hand guns and drilled in special formations unique to these. They are also armed with a short halberd. The Streltsi are the foremost masters of firearms in Kislev, using weapons once viewed with fear and superstition. Soldiers from across Kislev travel to Erengrad to earn the crossed "berdische and musket" badge, which is awarded to any who train with the Streltsi for more than two seasons. The streltsi can shift suddenly from a disciplined line of calm, almost machine-like handgunners to a raging horde of axe-wielding berserkers in an instant, often terrifying even those foes brave enough to cross the wall of gunfire they lay down.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
http://warhammerfantasy.wikia.com/wiki/Streltsi
Palace Guard = "In the presence of the Tzarina, there are certain rules that must be followed. Ensuring proper etiquette are the Tzarina’s palace guards, dangerous men of peerless skill in arms, and a resilience that rivals even the courageous Dwarfs of the Worlds Edge Mountains. While the rules of court are strictly enforced, Katarin keeps them simple. She wants people to keep them, not have an excuse to punish those who break them."
http://warhammerfantasy.wikia.com/wiki/Kislev
Tsarevich Pavel Society = Following Pavel’s lead, they seek to remove the stain of Vampirism from the noble families. Their motives are not always true, as they care only about those Vampires who threaten the purity of noble blood and their own chances of inheriting, which would drop if their parents became immortal. They’re vampire hunters for Kislev.
http://warhammerfantasy.wikia.com/wi..._Pavel_Society
Warriors = Kislev is a hard land and a source of tough, sturdy warriors of great courage. Can wield; Great Weapons, Light Armour
https://i.imgur.com/eP75nBH.jpg 3rd Ed. Armies Book
Specialist AmmunitionSpoiler Alert, click show to read:Arcane Arrow = Magical marks are inscribed upon the arrowhead lending magical force to the impact.
https://i.imgur.com/fhfNHX9.jpg 3rd Ed. Armies Book
Arcane Bodkins = These arrows are magically sharpened so that they automatically penetrate all non-magic armour.
https://i.imgur.com/fhfNHX9.jpg 3rd Ed. Armies Book
Hell Shafts = The arrowheads are forged from the iron of old coffin nails and incantations of exorcism are intoned while they are hammered into shape.
https://i.imgur.com/fhfNHX9.jpg 3rd Ed. Armies Book
Seeking Arrows = These arrows are inscribed with magic marks which render them completely accurate.
https://i.imgur.com/fhfNHX9.jpg 3rd Ed. Armies Book
ErengradSpoiler Alert, click show to read:Erengrad Streltsi = "An adaptation of the halberd designed by the Erengrad Streltsi. Known as the Bardiche in the Empire, the Berdysh’s ve-foot haft has a large, two-foot axe-blade incorporating a rest for steadying a handgun. A Berdysh can be planted in soft ground for a half action, providing a +5 bonus to Ballistic Skill Tests when making aimed shots from firearms steadied upon it."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 96
Tilean Mercenary Companies = "The whole area is controlled by merchant companies, mercenary companies, and crime families who send agents on short-term postings and replace them at least twice per year."
http://warhammerfantasy.wikia.com/wiki/Kislev
Tilean Merchant Companies = "The whole area is controlled by merchant companies, mercenary companies, and crime families who send agents on short-term postings and replace them at least twice per year."
http://warhammerfantasy.wikia.com/wiki/Kislev
KislevSpoiler Alert, click show to read:Black Guard of Morr = "Such work is dangerous to both body and soul, and the Furnace’s men are desperately trying to get assistance from the Tsarevich Pavel Society or the Black Guard from Kislev in keeping down this menace."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 77
Expatriate Dwarfs = Some dwarfs live in Kislev.
https://i.imgur.com/NevdNT0.png White Dwarf 152
https://i.imgur.com/0GTcNsf.png White Dwarf 152
https://i.imgur.com/DQkjFfg.png White Dwarf 152
https://i.imgur.com/VL1TMls.png White Dwarf 152
https://i.imgur.com/DQkjFfg.png White Dwarf 152
Knights of the Bokha Palace = "One entire wing is fashioned from ice; its frosty battlements and glittering flying buttresses shimmer with Ice Magic, and on a sunny day, its beauty is breathtaking, resembling a vast ice sculpture rising from the ground. Armoured knights with helms crafted in the shape of snarling bears patrol the palace’s perimeter at all times, and though the palace is exquisite to look at, its defences are every bit as formidable as the city walls."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 77
Knights of the Winter Gardens = "Raised at the same time as the ice wing of the palace, this icy garden is a wondrous demonstration of the Ice Queen’s power. Everything in this garden is crafted from magical ice: glittering, diamond-like flowers and trees of frosted glass. Gravel pathways wind their way between a host of exquisite sculptures of ice—carved trees, exotic birds, and legendary beasts. In the Winter Gardens, it is always midnight, no matter the season or time of day beyond its icy hedges. Moonlight bathes the garden in a monochrome brilliance, the silence and sense of isolation a physical thing within this icy wilderness of dragons, eagles, and bone-chilling cold. The Tzarina’s knights patrol the glittering undergrowth, and on certain days of the year, the Tzarina allows her subjects to enjoy the gardens."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 77
PraagSpoiler Alert, click show to read:Ogre Guards = "Ogres are also common, as many find work as guards on eastern caravans. Business has been subdued of late, but nothing can stop the merchants of Praag."
http://warhammerfantasy.wikia.com/wiki/Kislev
The Furnace Men = "When it became common knowledge that the dead walked the streets, the people of Praag began burning their dead rather than burying them. This incineration is done in the chambers of a huge furnace that was previously used for ring cannon balls. The men who work in the Furnace also resemble ironmongers—large, strong men who have a habit of lacking eyebrows. As the undertakers of the city—and the watch being notoriously lazy and corrupt—it has fallen to them to deal with the Undead when they rise. Armed with their foundry hammers, the Furnace’s men march through the streets at night, smashing any Skeleton or Zombie that isn’t where it’s supposed to be. Such work is dangerous to both body and soul, and the Furnace’s men are desperately trying to get assistance from the Tsarevich Pavel Society or the Black Guard from Kislev in keeping down this menace."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 77
CavalrySpoiler Alert, click show to read:Boyars = The Boyars are the middle-rank nobility of Kislev, the nobles who hold real power. They are all Gospodars, and the rank is universally hereditary. Across most of Kislev, the boyars are the most powerful individuals. They are close enough and have enough followers to tell atamans what to do, and any higher authorities are a very long way away. Most boyars allow atamans a great deal of independence, provided that taxes are paid in full and on time because they have more interesting things to do than deal with the petty disputes of a bunch of peasants.
http://warhammerfantasy.wikia.com/wiki/Boyar
Chekist = ”A score of horsemen dressed in black and lacquered leather breastplates and long, bronze-tipped cudgels rode into the street. They fire flintlocks over the heads of the crowd and rode into its midst, their cudgels cracked skulls and breaking bones wherever they went.”
The Ambassador by Graham McNeill - Chapter 3
Chekist (Carbines) = ”Reluctantly, Kaspar broke eye contact with the swordsman, seeing Vladimir Pashenko and ten mounted Chekist, all with short-barrelled carbines aimed at them.”
The Ambassador by Graham McNeill - Chapter 4
Druzhina = Bands of Kislevite nobles and retainers sometimes venture abroad to offer their services as mercenaries. Their armour tends to be old fashioned, but resembles Imperial knights as they acquire equipment from the battlefield. Can wield; Shield, Heavy Armour
https://i.imgur.com/wdu7W0t.jpg 3rd Ed. Armies Book
https://www.scribd.com/doc/221544459/Citadel-Journal-15
http://whfb.lexicanum.com/wiki/Druzhina
Gryphon Legion = This knightly order was formed as a token of eternal friendship between Kislev and the Empire. They are trained and garrisoned in the Empire, but when Kislev is throated the reigning Tsarina can call them back to defend Kislev. It’s from Citadel Journal. Wears heavy armour, shield and barded horses. They can wield double-handed weapons and can carry lances.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
https://deckbox.org/system/images/whi/cards/9-4.jpg Warhammer Invasion Cards
Horse Archers = ”Each volley was fired with lethal accuracy, thudding through the sandbags or hammering into the wooden stakes just below them. Any men being attacked by these warriors would be suffering terribly under such a punishing barrage, losing dozens of men with each volley.”
The Ambassador by Graham McNeill - Chapter 6
Kislev Border Patrol = Briefly mentioned in the Citadel Journal in the Hellmounts section.
https://www.scribd.com/doc/223220763/Citadel-Journal-41
Knights of the Gryphon Legion = Listed on page 57 of the 3rd edition of Warhammer Tabletop. “These are the secular orders of knights including such regiments as the Gryphon Legion of Kislevite origin.”
https://www.scribd.com/doc/59162764/...sy-Armies-Book
Knights of the Silver Bear = ”Pointing to where a score of bronze-armoured knights rode through the crowd, their swords cutting a path through the mob towards them. Their breastplates were emblazoned with a silver bear and their helms crowned with long-fanged skulls.”
The Ambassador by Graham McNeill - Chapter 7
Knights of the Winter Palace = ”The carriage through the wrought iron gates of the palace grounds, passing between rows of armoured knights with helms crafted in the shape of snarling bears. The sheer scale of the royal palace became even more apparent as they neared, its defences every bit as formidable as the city walls themselves.”
The Ambassador by Graham McNeill - Chapter 2
Knights of the Winter Sun = "This building stands out in the streets of Kislev, for its architectural style is markedly different from the structures around it, more in keeping with the elaborate domes and spired roofs of Tilean and Estalian temples. The Temple of Myrmidia is a gathering place of warriors, and it echoes with tales of glory and the clash of weapons, for here a warrior may test his mettle before setting off to war. The building is crowned by a bronze statue of the Goddess Myrmidia, and her temple is hung with glittering swords of ice and carved eagles of bronze. Bas-reliefs of shields and spears adorn much of the exterior, as well as marble statues of great warriors from Kislev’s past. Knights from the Order of the Winter Sun protect the temple, an order founded some years after the Crusades when a group of Knights of the Blazing Sun travelled northwards and paused in Kislev before riding to their doom in the Troll Country. A frieze of solid ice in the heart of the temple commemorates this noble sacrifice, and it has become customary for warriors setting off northwards to take a chip of ice from this frieze as a token of good luck. Thankfully, the ice grows back moments later, or there would be little left of the frieze!"
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 80
Mounted Cossacks = Cossacks are a tribe of fierce kislevite warriors that dwell in the most northernmost part of kislev and guard the border to the Chaos Wastes. They hate the ruinous powers. It’s from Citadel Journal. They use bows, ride horses and can carry spears.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Mounted Huns = Huns are a savage and wild tribe of nomads that roam the steppes of Kislev. They often make great nuisance of themselves by raiding and pillaging, but they are recruited into the armies of the Tzars. They prefer to close in quickly to the enemy, bloodshed has an intoxicating effect on them. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Sibyrian Hunters = The Taiga is infamous for it’s harshness. The men who live here are a hardy breed and are hunters of unsurpassed skill. No-one is their equal in moving silently and stalking the deadly grizzly bears of Kislev. Wield a bow and light armour. Can have throwing axes. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Steppe Horse Archers = A Warmaster unit from the Warmaster magazine.
https://www.scribd.com/doc/239419438...azine-Issue-04
Ungol Horse Archers = Ungol Horse Archers are masters of the bow and saddle and are celebrated as some of the finest light cavalry within Kislevite military and perhaps that of the entire Old World. Their skills with scimitar, spear, and horse bow are expertly honed hunting kyazak on the Endless Steppe, a land they constantly patrol at the order of the Tzarina. Among the embattled Ungol of the Troll Country, all able-bodied individuals are required to fight, especially when Chaos Marauders attack. Thus, it is common to find women among rotas of northern horse archers, a tradition southern Kislevites sometimes find difficult to accept.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Ungol Lancers = "He leads a band of mounted warriors, including some lancers (not winged) and horse archers, and he has won many notable victories over the forces of Chaos."
http://warhammerfantasy.wikia.com/wiki/Nyvena
Winged Lancers = High-ranking kislevite fight on horseback and carry tall lances, but their most distinguishing feature is the tall winged banner which they wear upon their back or attached to their saddle. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Winged Lancers (Screamer) = A Winged Banner with hollowed-bone decorations that emit shrill, eerie shrieks when wind passes through them. Characters charged by a mounted winged lancer with a Screamer Banner must pass a Willpower Test or only be able to take a half action on their next turn. A character can only be a ected by this banner once per encounter.
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 97
Artillery and WagonsSpoiler Alert, click show to read:Erengrad Cannons = "The Cannoneers’ Guild has prospered since then and is closely affiliated with the Shipwrights Guild. Erengrad cannons are not up to the standard of those made in Nuln, but they are substantially cheaper and lighter, which makes them better suited to ships. And most captains would rather have two Erengrad cannons than one Nulner."
http://warhammerfantasy.wikia.com/wiki/Erengrad
Kislevite War Wagon = Mentioned in the Warmaster Magazine. Can have cannons or archers.
https://www.scribd.com/doc/239418196...azine-Issue-01
https://www.scribd.com/doc/239418950...azine-Issue-02
https://i.imgur.com/EKuCFcM.png White Dwarf 272
https://i.imgur.com/0wCzefw.png White Dwarf 272
Mortar = It’s a mortar. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Oblast Elk Sleigh = "Along with the bear and the steppe pony, the oblast or ice elk is one of the three creatures vital to stanitsa life. They closely resemble the deer of the Empire but are larger and have much larger horns. Wild ones are hunted for their meat but are extremely elusive, and such hunts can often take weeks to complete. In some stanitsas, they are domesticated to pull sleighs, ploughs, or mill-wheels, and sometimes they’re even used as pack animals."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 139
Urugan Cannon = It’s a cannon. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Siege TrainSpoiler Alert, click show to read:"The only realistic solution to breaking massive fortifications is to employ a formidable siege train which includes siege engines of gigantic proportions capable of smashing down the strongest walls, gates and towers quickly. These machines are so huge that they cannot easily be constructed in the field. Instead, they must be manufactured in advance, often in pre-fabricated sections which can be transported in wagons, on ships, or stored until needed in fortresses."
https://i.imgur.com/SZ5PSHZ.png White Dwarf 155
The Giant Battering Ram = "The giant battering ram is cut from the tallest and strongest tree in the realm and shod with a massive iron or bronze head. Hundreds of men are needed to pull the ropes that swing the ram to strike a gate or fortress wall. One blow will smash great oak doors like matchwood or crumbles masonry into powder, collapsing towers and walls like sand castles. The hides of a thousand beasts form its canopy, protecting the operators from the arrows of the defenders."
https://i.imgur.com/SZ5PSHZ.png White Dwarf 155
The Great Cannon = "The great cannon is a cannon so big that the ruler will have to make special measures to get hold of enough metal to make it. All the bells in the realm or all the cannons of the fleet may have to be melted down to provide enough bronze to cast a single great cannon. It is so monstrous that hundreds of oxen are required to pull it."
https://i.imgur.com/SZ5PSHZ.png White Dwarf 155
The Monstrous Stone Thrower = "This is a catapult operated by a massive counterweight which swings a long shaft and hurls a boulder a very great distance. The huge boulder will smash any ramparts that it strikes. The catapult is made of thick timbers to withstand the stress and strain, but the parts can be transported individually on wagons and are lashed togehter into a catapult in the siege lines."
https://i.imgur.com/SZ5PSHZ.png White Dwarf 155
The Siege Tower = "Hundreds of wagons are required to carry the pre-fabricated timbers that make up the siege tower, and when these are put together the siege tower will be raised higher than any known wall. Bolt throwers shoot out of port holes on each of its many levels. A drawbridge or spiked corvus is ready on the top of the tower to be dropped on the enemy battlements allowing attackers to swarm across, constantly reinforced by a steam stream of soldiers."
https://i.imgur.com/SZ5PSHZ.png White Dwarf 155
Specialist AmmunitionSpoiler Alert, click show to read:Half-Charge = ”The crew decides to employ a smaller charge of powder to reduce the chances of a destructive malfunction. Their shots will be less effective, but they are almost sure of not blowing up their cannon.” For Cannons.
https://i.imgur.com/ziqu8Q9.png White Dwarf Issue 239
Grapeshot = ”Seeing the enemy are a bit too close for comfort, the crew loads a deadly canister full of copper coins, nails, etc…” For Cannons.
https://i.imgur.com/ziqu8Q9.png White Dwarf Issue 239
Chained Shot = ”Invented for naval warfare, this ammunition consists of two cannonballs linked by a chain, capable of inflicting horrible damage on massed regiments of troops as well as on large creatures.” For cannons.
https://i.imgur.com/ziqu8Q9.png White Dwarf Issue 239
Multiple Rocks/Shrapnel = ”These projectiles split/explode during their descending trajectory, showering the unfortunate troops below with a terrible rain of death.” Catapults and Mortars.
https://i.imgur.com/ziqu8Q9.png White Dwarf Issue 239
Incendiary = ”These missiles are made of a concoction of highly flammable liquids that ignite on impact and transform the area hit into a blazing inferno.” Catapults and Mortars.
https://i.imgur.com/7oWXQ7D.png White Dwarf Issue 239
Gruesome = ”Sometimes a regiment has to endure the shocking experience of being hit by the remains of former comrades or of civilians slaughtered by the enemy and transformed into grisly projectiles.” Catapults only.
https://i.imgur.com/7oWXQ7D.png White Dwarf Issue 239
Aiming Device = ”One of the many works of the genius Leonardo da Miragliano was the development of optics applied to targeting devices for artillery.” Bolt Throwers.
https://i.imgur.com/7oWXQ7D.png White Dwarf Issue 239
Beasts & MonstersSpoiler Alert, click show to read:Bears = "The common or southern bear is the same species that roams the northern lands of the Empire. These large, brown beasts are the least dangerous, despite reaching seven feet when on their hind legs."
http://warhammerfantasy.wikia.com/wiki/Bears
https://i.imgur.com/EKuCFcM.png White Dwarf 272
https://i.imgur.com/0wCzefw.png White Dwarf 272
Cave Bears = "Larger, stronger, and with grey-speckled fur are the cave or mountain bears. Unlike their forest-dwelling cousins, cave bears are strictly carnivorous and are far more territorial and given to violence. Many an adage turns on the bad temper or destructive fury of a cave bear."
http://warhammerfantasy.wikia.com/wiki/Bears
https://i.imgur.com/EKuCFcM.png White Dwarf 272
https://i.imgur.com/0wCzefw.png White Dwarf 272
Drovers = The tireless drovers overseeing these transfers can travel many hundred of miles with their herds, and some even visit distant markets in Ostermark or Ostland. Most drovers employ vicious dogs to help direct and guard the herds, and the distinctive barks and whistles used to control these hounds are a familiar sound on the oblast.
http://warhammerfantasy.wikia.com/wiki/Drover
https://i.imgur.com/6V6fKzG.png Warhammer 3rd Edition Rulebook
Great White Bears = Great White Bears guard the iron gates of this formidable place and the time of its inhabitants is devouted to the learning of the arts of war.
http://warhammerfantasy.wikia.com/wiki/Sons_of_Ursa
https://i.imgur.com/0wCzefw.png White Dwarf 272
Hawks of Miska = Great blue hawks of the World’s Edge Mountains. It’s from Citadel Journal.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Herd Dogs = "A scruffy, intelligent dog used by drovers to herd their animals. Use the Dog statistics found in WFRP, except increase its Intelligence by +3."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 97
https://i.imgur.com/6V6fKzG.png Warhammer 3rd Edition Rulebook
Ice Bears = "Finally, in the far north live the enormous ice bears. These creatures use their white fur to hunt invisibly on the tundra. They are frequently man-eaters and can smell such prey from miles away. To hunt and slay an ice bear is a deed worthy of many songs; to tame one, as Boris Ursus did, is a deed of legend."
http://warhammerfantasy.wikia.com/wiki/Bears
https://i.imgur.com/EKuCFcM.png White Dwarf 272
https://i.imgur.com/0wCzefw.png White Dwarf 272
Indrika = "Indrika can rear up and bring both front legs down hard, creating powerful vibrations. At the same time, it opens up its massive chest and throat and expels a deep baritone call. The combined effect of the vibrations, the call, and the echoing effect of the valleys below means this bellow can be heard more than twenty miles away. Indrika use this to communicate and also to cause avalanches. They are intelligent enough to realise small avalanches at regular intervals prevent larger ones that would destroy the trees from which they get the mosses and lichen they feed upon. Thus they are seen by the Ungol tribes as caretakers of the mountains and their fellow creatures. When frightened or angered, however, they can also use their voices to cause terrible destruction."
http://warhammerfantasy.wikia.com/wiki/Indrika
Sibyrian Beast-Tamers = Kislevites who can bring Giant Wolves or Bears to the battlefield.
https://www.scribd.com/doc/221544459/Citadel-Journal-15
Trained Bears = There are also bears who are specifically trained for combat by men who train and use bears in combat for a trade, known simply as "Bear Handlers". It can take years for a human to win their trust and obedience, but the effort to train one is well worth it. Once bears reach this stage they prove themselves many times over as loyal friends and useful allies in bad situations.
http://whfb.lexicanum.com/wiki/Trained_Bears
https://i.imgur.com/EKuCFcM.png White Dwarf 272
https://i.imgur.com/0wCzefw.png White Dwarf 272
Regiments of RenownSpoiler Alert, click show to read:Badenov's Band = "The Warhammer universe explodes with adventure and sudden violence as Badenov's Band, rogues and brigands all, takes on all comers as they roam the Old World. Led by their raven-haired commander Torben Badenov, whose lust for glory is only surpassed by his ferocity in battle, the motley gang roams the wretched towns and haunted forests fighting until every last unholy creature they encounter joins the dead or the damned."
http://www.goodreads.com/book/show/2...and_the_Damned
Bolgasgrad Rota = "Bolgasgrad is a fairly large stanitsa, dominated by Gospodars and proud of its rota of winged lancers."
http://warhammerfantasy.wikia.com/wiki/Bolgasgrad
Brotherhood of the Bear = Tzarina Taira Pavlovna formed this unusual knightly order four centuries ago as an answer to the pleas of the Kislevites who lived on the borderlands and were constantly harassed by marauding Orcs and Chaos Warriors. These men were trained in ambush and guerrilla warfare and their superior equipment and careful training have guaranteed many victories during the years.
http://warhammerfantasy.wikia.com/wi...od_of_the_Bear
Corber’s Outriders = Matthias Corber was little more than a brigand, working the Erengrad-Salkalten road. However, the survivors of his robber band - all of whom ride to war alongside him - believe that the cataclysm has awoken a nobler side of their leader’s nature.
http://warhammerfantasy.wikia.com/wiki/Matthias_Corber
Defenders of Alexandronov = ”The castle is constantly manned by the most fanatical defenders of Kislev and each man who aspires to join either the Kreml Guard or Gryphon Legion must first serve here for a period of six months.”
http://warhammerfantasy.wikia.com/wi...e_Alexandronov
Gerslev Riflemen = "The ruling boyar, Irina Putortin, is trying to put together a unit of riflemen to supplement the winged lancers that are the city’s pride, especially after the rota was reduced to one quarter of its full strength in the Chaos Incursion. Most Kislevites see this as yet another sign of a provincial town that does not know its place."
http://warhammerfantasy.wikia.com/wiki/Gerslev
Jolnirsson's Thunder-Blessed = "Perhaps most famous is Mikhail Jolnirsson, kovnik of the Praag city guard. Mikhail was struck by lightning not once but twice as a young esaul and concluded he is particularly blessed by the thunder God. He has therefore bedecked his barracks with countless images of the bolt and the axe, and he commands his men to display the symbols on their uniform. The lightning strikes have addled Mikhail’s brain slightly. The best example is his recent conclusion that a third strike will nally show him what Tor has chosen him for, impelling him to spend a lot of time in storms, wearing a tall, conical, iron hat."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 41
Riders of the Dead = "Every Gospodar settlement annually raises a rota of winged lancers. Each spring, eager young men muster alongside veterans and don armour at their rotamaster’s command. To the sound of weeping womenfolk, they ride, their winged banners uttering behind them. Until their return, they are known as the “Riders of the Dead,” for they are mourned as if already deceased."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 106
Shadow Bands of the Oblast = "Despite this, Kislev is not without small woods and forests, some of which are rumoured to be the homes of isolated Wood Elf communities. Such rumours are perhaps not without substance, as there are many folk tales that speak of shadowy bands of archers who have emerged from the forests to save Kislevite warriors from certain death at the hands of Beastmen."
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realms of the Ice Queen: Page 7
The Sons of Ursa = No other regiment in the Imperial army of Kislev typifies them more than the Sons of Ursa. Heavily armoured knights atop War Bears, they are a symbol of Kislev itself. They venture forth from their fortress monastery in times of great need to take their place at the front of the army as their most feared and respected warriors.
http://warhammerfantasy.wikia.com/wiki/Sons_of_Ursa
Ulrika Magdova = ”Ulrika was one major character in the Gotrek and Felix series, as she was Felix's second lover, and possibly his most beloved one. She first appeared during *the dwarven expedition through the Chaos Waste into Karak Dum,in the book Daemonslayer*in Middenheim's Elector Count's throne room. She is the daughter of a Kislevite March Boyar, who is a close friend of Gotrek during the first Expedition to the Wastes. She is described as having close cropped hair, with furred and leather armor clothing during her first appearance.”
http://www.solegends.com/citle/citle...trek/index.htm
http://warhammerfantasy.wikia.com/wi...Ulrika_Magdova
KislevSpoiler Alert, click show to read:The Automatons of Murtok Fabor = ”Famed throughout the Old World, the exquisite works of the master artificer Murtok Fabor are much sought after, and it is in the chill shadow of the Winter Gardens and the Korotovsky theatre that the master has his workshop. His clockwork contraptions, mechanical eggs, and lifelike automatons have delighted children and adults the length and breadth of the Old World. The secrets of their construction have baffled the most gifted members of the Altdorf College of Engineers as to their workings, some even going as far as to say that such things are impossible without the use of magic, which no self-respecting engineer would ever countenance.”
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 78
Mist Warriors of Ursun’s Teeth = ”All down the length of the valley the strange mist closed with the battling Kurgans and bellowed war-cries turned to shouts of panic as the tribesmen saw what approached them. Ghostly figures of mist charged them with shadow-formed axes and swords. Shaped from their most deathly fears, the mist warriors attacked the Kurgan warriors, and though their bodies and weapons were fashioned from mist and smoke, they slew whatever they struck.”
Ursun’s Teeth by Graham McNeill - Chapter 11
Palace Guard = ”Slowly the guests ascended between ranks of Kislevite knights, chosen from among the most handsome men of the Palace Guard, grand-looking giants, who stood expressionless in their burnished armour of bronze.” Of the Knights of the Winter Palace.
The Ambassador by Graham McNeill - Chapter 2
Palace Guard (Halberd) = ”One such door that was firmly shut before them was the door that led to the chambers of the Tzarina’s chief advisor, Pjotr Ivanovich Losov, and was guarded by an armoured knight who carried a silver-bladed halberd.” Of the Knights of the Winter Palace.
The Ambassador by Graham McNeill - Chapter 9
PraagSpoiler Alert, click show to read:Butcher's Bigfeast = ”Squatting behind unfortuate merchant houses in the West Side is a small, but very noisy, Ogre ghetto. Very few Ogres can stand city life, but they sometimes need a place to stay until the next trade caravan heads west. They bunk in this area and dine at Butcher Bigfeast’s hall. Previously a tanning house, the boiling pots are now used for cooking stew, and the long tables are filled with the roar of hungry diners. The serving sizes abound that Humans are also on the menu, but Ballison Bigfeast and his staff —a proud Halfling clan—vigorously deny such accusations."
are immense, dining lasts for hours, and whole stanitsas are supported by Bigfeast’s constant need for livestock. Rumours”
http://khorne.ru/2nd/wfrp_web/Realm_..._Ice_Queen.pdf Realm of the Ice Queen Page 78
Glubograd War Machines = ”More famously, during the time of Z’ra Zoltan, the area under the Citadel and the Old Town was filled with vast catacombs on the idea that when the walls broke, retreating underground might be the only escape. The catacombs were never used, but apparently, great war machines and sorcerous defences were constructed and cunning devices installed to provide sun and water and food in case a siege ever lasts for years again.”
http://warhammerfantasy.wikia.com/wiki/Praag
Royal Guard of Praag = ”But one there was who feared neither flame nor sorcery, for did he not wear the amulet of brass-throned Khorne? His name was Sleban Foulheart, his blade was a whirlwind that cleaved a swathe of death before him and even the battle-hardened Royal Guard turned to flee.”
https://drive.google.com/file/d/0BwD...dEUWxJZkE/view The Quest of Kaleb Daark
Stalgrad Militia = ”With Zoltan, the loyal Stalgrad Militia and the fierce mountain men of Khez, with their slings and stone flails.”
https://drive.google.com/file/d/0BwD...dEUWxJZkE/view The Quest of Kaleb Daark
The Fierce Mountain Men of Khez = ”With Zoltan, the loyal Stalgrad Militia and the fierce mountain men of Khez, with their slings and stone flails.”
https://drive.google.com/file/d/0BwD...dEUWxJZkE/view The Quest of Kaleb Daark
Man O' War NavySpoiler Alert, click show to read:Though these units are technically for the Empire from Man O' War, they definitely would suit Marienburg due to cultural/militaristic similarities.
Greatship = Developed in response to the Bretonnian Galleon, the mighty Greatship is a floating arsenal bristling with guns and packed with heavily armed Imperial soldiers. It has a thunderous broadside of three batteries of cannon as well as forward and rear-firing guns.
http://www.collecting-citadel-miniat...atship_Box.jpg
http://jake.ryft.org/warhammer/mowstuff/MOWrulebook.pdf
Griffon Riders = The Griffon Riders are an ancient Order of Knights, who centuries ago brought back the first clutch of six griffon eggs from the Southlands as tribute for their Emperor. These six eggs proved to be worth more than a dozen Greatships filled with gold; from them the lineage of all Imperial Griffons can be traced down through the years.
https://i.imgur.com/seAxNJx.png Warhammer 3rd Edition Rulebook
http://www.collecting-citadel-miniat..._Rider_Box.jpg
http://jake.ryft.org/warhammer/mowstuff/SOBRulebook.pdf
Hellhammer = The Hell-hammer is a somewhat peculiar adaptation of the highly successful Imperial Wargalley, which is one of the finest ships afloat. The Hell-Hammer takes this sturdy, well-proven design and adds one important modification; an immense gun mounted on its main deck.
http://www.collecting-citadel-miniat...hammer_Box.jpg
http://jake.ryft.org/warhammer/mowstuff/SOBRulebook.pdf
Ironfist = The Ironfist is the second Imperial adaptation of the trusty Wargalley. Most if its hull is taken up with a huge mortar, whose squat muzzle points ominously skyward. Ironfists don’t often venture far out to sea as their principal role is the demolition of enemy coastal towns.
http://www.collecting-citadel-miniat...st_Release.jpg
http://jake.ryft.org/warhammer/mowstuff/SOBRulebook.pdf
Ironfist Mortar = A huge mortar.
http://jake.ryft.org/warhammer/mowstuff/SOBRulebook.pdf
Wargalley = They are swift, lightly armed ramships used for patrolling the river Reik and the Empire’s dangerous coasts. Their crews are generally wild, free spirited adventurers ever ready to risk all in furious attacks against the odds.
http://www.collecting-citadel-miniat...galley_Box.jpg
http://jake.ryft.org/warhammer/mowstuff/MOWrulebook.pdf
Wargalley Seamen = Their crews are generally wild, free spirited adventurers ever ready to risk all in furious attacks against the odds.
http://jake.ryft.org/warhammer/mowstuff/MOWrulebook.pdf
Wolfship = The sleek Wolfship is the most powerful Imperial ship of the line. Great batteries of cannon jut from its high forecastle, overlooking the titanic ram with which it spears its foes. Powered by the wind and dedicated oarsmen selected from the strongest soldiers, it seeks out the Empire’s seaborne foes.
http://www.collecting-citadel-miniat...lfship_Box.jpg
http://jake.ryft.org/warhammer/mowstuff/MOWrulebook.pdf
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