Table of Contents

MA Nidavangr, Bear, Wolf and Crow

Lore

Nidavangr is a land of windswept moors and frozen mountains. This cold and inhospitable land once belonged to the Jotuns or perhaps the Vanir, but it was conquered and settled by strong and fierce men in ages past. Ever since they have fought bitter wars with the former inhabitants of the land. Centuries of war have tempered the will and the ways of the Nidings of Nidavangr. Men as well as women are taught to fight at an early age and failure to survive combat or the harsh climate is more prevalent than dying from disease or old age. To most Nidings, death in a bed is a failure of life as a whole. Nidavangr is composed of three clans, named after their totemic animals, the Bear, the Wolf and the Crow. The warriors of the clans adopt the battle tactics of their totem. The clans are ruled by Jarls, but it is the Seithberenders, the clan shamans, who are the true masters of Nidavangr and the ones who perform the Nidalögning, Nidbath, on the sacred warriors of the Jarldom. The Nidbathed are ghastly warriors who are not even stopped by death. Should a Nidbathed be killed he rises again, and continues to fight, for he has several lives. Out of necessity, the perpetual conflict with the Vanir has made the Nidings search for ways to avoid the effects of glamour in their lands. And so the Awakening God taught the clan shamans the art of seith and how to scry their lands for that which cannot be seen.

"Nidavangr is a nation based on three main sources. Two of them are derivatives of rpg settings of mine. The first setting was a land inhabited by barbarians divided into seven clans named after their totemic animals. At the center of this land was a kettle hole at which unholy rites were performed to create Nidlögade, warriors with several lives, which together with their raven clan shamans served as the final antagonists of the campaign. I reused and reworked the totemic tribes for my current pathfinder campaign. In this setting there are only three clans: wolf, bear and raven. The shape shifting seithberenders of Nidavangr closely resemble the clan druids of that campaign. Nidavangr is a mix of these two settings with some added mood of the novel Midnight Tides of the Malazan Book of the Fallen. My impressions of the frozen waste and the undying Rhulad have trickled into Nidavangr and the Nidbathed, but I can't say for sure how much of the mood you would recognize. Finally Nidavangr was set in a Dominions context with jotuns and vanir as ancestral enemies of the clans." -Illwinter

General Overview

Born in a land that once belonged to the Joton or Vanir, the nation is a love child of Rus's shapeshifting shamans and berserkers, Ulmish raiding tactics and (improved) ubiquity, and plundered and modified Helheim death magic, despite Nidvangr having no confirmed lore origins from any of those nations.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
astral 33 (rare 4, UR 5)
death 33 (rare 4, UR 5)
air 22 (rare 3, UR 4)
water 22
nature 22
earth 11
blood 11 (rare 2, UR 3)
holy 11
Hero
earth 22nature 33holy 11
water 22death 33nature 22holy 11
air 22astral 33death 44holy 11
Barbarians
Stealthy Raiding Infantry
Berserking Infantry
Semi-immortal Sacreds
Cold Resistance
Snow Move
Skirmisher
Ambidextrous
Stealthy
Mountain Survival
Forest Survival
Shapechanger
Cub-Mother
Standard Forts
Temples cost 300Gold

Capitol Gems: 1airgem1astralpearl3deathgem

National Special Features

Turmoil Limit + 1
Cold Limit + 1

Prefers Cold Scale + 2

Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion. This ability is not transferred to disciple nations. Disciple nations with this ability can still use it. These nations do not have dying dominion.

Scar Souls: The Scar Souls of their sacred unit and one sacred commander are determined through the dominion score of the province they are created in on that turn. After that, every time they die, they lose one of those Scar Souls, never to be regained. You can see how many Scar Souls your units have by holding 'Tab' in the army management screen.

Regardless of the pretender's dominion score chosen at the start of the game, you can choose a Prophet and preach your capital's dominion up to 7, giving the Nidbathed 3 Scar Souls when recruited while Nidhere get the full 7.

The Nidings of Nidavangr are somewhat-barbaric humans of Size 3 (three units to a square). They come in three clans: the fervently defensive Bear Clan, the plundering Wolf Clan, and the attentive Crow Clan. Their society lives in an icy hell of sorts, giving them 5 Cold Resistance and inuring them to Mountains, Forests, and Snow. Most Nidings are especially eager to fight, having at least 11 HP and 11 Morale (unless they've dedicated themselves to the Shaman's life), and striding with a full 16 Map Movement while naked. These are just the baselines for the troops; many are better, in these areas or in others.

National Units

All Commanders, Units, and Heroes have Cold Resistance (5), Mountain Survival, Forest Survival, Snow Move

Commanders

Sprite Unit Name Special Attributes Comments
Crow Clan Scout
35
6
1
Non-fort Recruit Available
Stealthy (40) Commentary here.
Bear Clan Cub-Mother
35
16
1
Non-fort Recruit Available
Berserker (3)
Skirmisher (1)
Cub-Mother
Female
Commentary here.
Nidherse
60
22
1
Non-fort Recruit Available
Stealthy (40)
Pillager (5)
Commentary here.
Nidajarl
95
13
1
Commentary here.
Seithberender Apprentice
75
2
2
Non-fort Recruit Available
random1100%rp 55
Sacred
Commentary here.
Bear Clan Seithberender
245
3
2
Non-fort Recruit Available
earth 11nature 22holy 11rp 1111
Sacred
Supply Bonus (20)
Shapechanger (Great Bear)
Commentary Here.
Great Bear Adds:
Animal
Removes:
Supply Bonus (20)
Replaces:
Shapechanger (Bear Clan Seithberender)
Wolf Clan Seithberender
245
5
2
Non-fort Recruit Available
water 22nature 11holy 11rp 1111
Sacred
Supply Bonus (10)
Shapechanger (Wolf)
Commentary here.
Wolf Adds:
Stealthy (40)
Animal
Removes:
Supply Bonus (10)
Replaces:
Shapechanger (Wolf Clan Seithberender)
Nidhere
170
12
2
Capital Only
holy 11
Sacred
Inspirational (+1)
Scar Souls (100%)
Commentary Here.
Crow Clan Seithberender
490
2
4
Capital Only
air 11astral 22death 22holy 11random2100%
100%
10%
rp 1919
Sacred
Shapechanger (Crow)
Commentary Here.
Crow Stealthy (40)
Animal
Flying
Mountain Survival
Forest Survival
Shapechanger (Crow Clan Seithberender)

Troops

Sprite Unit Name Special Attributes Comments
Cub-Warrior
9
3
2
Non-fort Recruit Available
Skirmisher (1)
Undisciplined
Commentary here.
Crow Clan Archer
10
8
9
Non-fort Recruit Available
Stealthy (40) Commentary here.
Wolf Clan Reaver
11
14
12
Non-fort Recruit Available
Stealthy (40)
Pillager (1)
Commentary here.
Bear Clan Warrior
12
16
7
Non-fort Recruit Available
Berserker (3)
Bad Formation Fighter (2)
Skirmisher (1)
Undisciplined
Commentary here.
Nidylva
14
12
18
Ambidextrous (1)
Pillager (1)
Formation Fighter (2)
Female
Commentary here.
Nidbathed
45
12
46
Capital Only
Sacred
Scar Souls (50%)
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Seithmathr Bear earth 22nature 33holy 11rp 1515
Sacred
Poison Resistance (5)
Berserker (3)
Supply Bonus (30)
Shapechanger (Great Bear)
Commentary Here.
Great Bear Cold Resistance (5)
Animal
Mountain Survival
Forest Survival
Snow Move
Shapechanger (Seithmathr Bear)
Seithmathr Wolf water 22death 33nature 22holy 11rp 1919
Sacred
Supply Bonus (20)
Summons in Battle (Skeletal Wolf)
Shapechanger (Wolf)
Commentary here.
Wolf Cold Resistance (5)
Stealthy (40)
Animal
Mountain Survival
Forest Survival
Snow Move
Shapechanger (Seithmathr Wolf)
Seithmathr Crow air 22astral 33death 44holy 11rp 2323
Sacred
Shapechanger (Crow)
Commentary Here.
Crow Stealthy (40)
Animal
Flying
Mountain Survival
Forest Survival
Shapechanger (Seithmathr Crow)

National Spell

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Sloth of Bears
(Conjuration 3)
nature 22 and 6naturegem

Great Bear x 15+
Undisciplined
Animal
Mountain Survival
Forest Survival
Commentary here.
Command Draugar
(Conjuration 4)
death 22 and 12deathgem

Draug x 4
Cold Resistance (25)
Poison Resistance (25)
Cold Aura (3)
Fear (5)
Undead
Amphibious
Need Not Eat
Spirit Sight
Shapechange Below HP (20) (Draug)
Commentary here.
Draug Same As Above
Shapechanger Above HP (25) (Draug)

Other Spells

Ritual

Magic Access

General

Elements

Sorcery

Rites

Boosting Details

See Magic Access. These guides supplement the summaries at the top.

Blood allows for summoning powerful mages with a variety of paths, but no Water. blood 55 for Bind Heliophagus and blood 88 for Bind Demon Lord.

Fire

No National Access blood 55 can Bind Heliophagus for 1 in 4 chance of fire 44.

Air

Crow Clan Seithberender has a 7 in 16 chance of air 22, a 1 in 16 chance of air 33, and a 1 in 640 chance of air 44. With air 22, it can attempt the unique Tome of High Power. Without it, empowerment is needed to get to the key level of air 44.

Water

water 22 Wolf Clan Seithberender is the best MA Nidavangr has, and all it needs. With one Water booster, it can Contact Naiad.

The hero, Seithmathr Wolf, has water 22. With one Water booster, it can Contact Naiad, as well. With two Water boosters, it can cast Streams from Hades.

Earth

earth 11 Bear Clan Seithberender is as good as recruiting gets for MA Nidavangr. With a level of empowerment, it can make Earth Boots or attempt the unique The Tome of Gaia.

The hero, Seithmathr Bear, has earth 22 and can attempt the unique The Tome of Gaia right away.

Astral

Crow Clan Seithberender has a 7 in 16 chance of astral 33, a 1 in 16 chance of astral 44, and a 1 in 640 chance of astral 55.

astral 33blood 11 Crow Clan Seithberenders (1 in 8) with two Blood boosters or astral 22blood 22 (1 in 16) with one Astral booster and one Blood booster, can attempt the unique The Oath Rod of Kurgi.

astral 33blood 11 Crow Clan Seithberenders (1 in 8) with three Astral boosters can attempt the unique The Void Sphere.

Death

Crow Clan Seithberender has a 7 in 16 chance of death 33, a 1 in 16 chance of death 44, and a 1 in 640 chance of death 55.

blood 22 Crow Clan Seithberender (1 in 16) or blood 11 Crow Clan Seithberender 7 in 16 with one Blood booster can attempt the unique The Black Book of Secrets.

The hero, Seithmathr Wolf, has death 33 but no useful crosspaths.

The hero, Seithmathr Crow, has death 44 but no useful crosspaths.

Nature

nature 22 Bear Clan Seithberender with a level of empowerment or an Earth booster, (surprisingly tricky to get,) can attempt the unique The Tome of Gaia.

A Wolf Clan Seithberender with a Water booster can Contact Naiad.

The hero, Seithmathr Bear, has nature 33 and can attempt the unique The Tome of Gaia.

The hero, Seithmathr Wolf, has nature 22 and with one Water booster can also Contact Naiad.

Glamour

No National Access death 33 can Summon Spectre for a 7 in 16 chance of at least glamour 11.

nature 33 can cast Forest Troll Tribe for a 1 in 4 chance of glamour 11.

Blood

Crow Clan Seithberender has a 1 in 16 chance of blood 22 and 7 in 16 of blood 11. With blood 22 it can attempt the unique The Black Book of Secrets. With blood 22 and an Astral booster, it can attempt the unique Tome of the Lower Planes. Without one or the other, a level of empowerment is needed to hit Blood's key level of blood 33 and attempt the unique The Oath Rod of Kurgi.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

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