The Four Horsemen
Leftover from Kazakhstan's age of Russian experimentation is a quartet of super-soldiers given abilities inspired by the Mongol tribes that once roamed the region. These powers make them physically powerful and able to withstand living and traveling in the steppes. Dubbed the “Four Horsemen,” they saw action in Afghanistan, Central America, and Southeast Asia before they were left without an employer. They eventually settled down in their country of origin. Since returning, they have used their powers to help stabilize Kazakhstan and defend it from the more dangerous elements of nearby nations.
Structure
All four of the horsemen survived the same experimentation and graduated from the same training programs, so their skills and abilities are very similar.
Horsemen super-soldiers are tall and thin, but very strong. All were trained as special ops soldiers to serve the needs of the U.S.S.R. during the Cold War. What motivates them now varies from individual to individual. They are the only known survivors of the program, but other Horsemen, or other products of the program, could be scattered across the globe.
The Four Horsemen live together in an old warehouse in Astana, reliving old memories and doing what they can to keep life safe in Kazakhstan. It’s not much of a headquarters, but the water runs most of the time and the locals give plenty of warning when danger approaches.
MNOGO
Mnogo (“Plenty”) is the largest of the Horsemen and was team leader when they operated during the Cold War. He technically outranks his teammates, but the group has grown into a more democratic organization since their “retirement.”MIR
Mir (“Peace”) favors hunting and sniper rifles over all other weapons, and serves as the team’s scout. Of all the Horsemen, he remains the most passionate and is usually the one who motivates the rest to do something besides drink tea and play chess in their warehouse.ZDOROVYE
Zdorovye (“Health”) looks the most like a normal human, though he is still tall and thin. He is the team’s face during operations. If there is press to talk with, or a stranger to interface with, it’s his job to do it … if the others can get him to stop drinking long enough to do it well.ZHIZN
Zhizn (“Life”) was the most cynical and dangerous of the Horsemen from the beginning, and remains a sneaky, criminally-minded man to this day. Only his loyalty to his teammates, who have opted to be heroes, keeps him on the straight and narrow. Left unsupervised, he is comfortable with acts and methods the others would be unwilling to participate in or allow.Remove these ads. Join the Worldbuilders Guild
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