User Tools

Site Tools


dom5-gathering-sturm

The Gathering Sturm

The Gathering Sturm is a large modpack including far-reaching balance changes, entirely new nations for both the Middle and Late Age as well as an already well known and popular overhaul of almost all Vanilla sprites. Few aspects of the game remain unaltered, with small quality of life additions to different ages, adjusted magic sites, items, weapons, new spells, and new as well overhauled nations in every age. Casting preferences have also been updated based on Lucid's casting AI, but with a higher likelihood to choose AoE buff spells. All parts of the Modpack can be downloaded separately for higher compatibility with other mods or in one larger package that's meant to be played together.

The list of balance changes can be found here.

Downloading the Mod

An up to date version of the mod can be found on the Dominionsmods Forum.

New Nations

The following nations can also be downloaded separate from the balance changes on the mod page.

MA Niblungheim: Hoards of the Dragon Dwarfs

Niblungheim is a land of shadows, windswept moors and silent mountains. Here lies Gnipahellir, the cave where the dead pass on the way to the underworld. Its inhabitants are called Niblung, each and every one a renowned craftsman of dwarven stature. Their sinister nature and insatiable greed have transformed the oldest dwarves into great serpentine abominations, and even the weakest of them can take the shapes of great wyrms, should their lives or hoards be threatened. The mightiest of them are the Kuningaz, sorcerer-kings who have accumulated vast treasures in their halls below Gnipahellir. They yet refuse to serve the awakening god and a truly enormous bribe may be required to seduce them into servitude. Stories of their riches have spread far, and adventurers from faraway Jotunheim and Vanheim often arrive to steal their treasures, assisted by lesser Niblungs who have grown envious of their betters' riches.

  • Race: Dwarves with the ability to shapeshift, Jotuns, Humans.
  • Military: Heavy infantry with throwing weapons, archers and arbalesters.
  • Magic: Fire, Earth, Water, Death, Nature and some air. Higher paths on Kuningaz once 2000 gold has been accumulated.
  • Priests: Weak.

Niblungheim Nation Page

MA Loringia: Age of Chivalry

Loringia is a realm of perilous mountains and dense forests at the crossroads of the two great empires of Marignon and Ulm. Though both have influenced Loringia, neither has ever managed to conquer it, and over the years it has become a hotbed of resentment against them. Influences from both Ulms Iron Cult and Marignon's witch hunters are permeating society under a dual church made up of members from both cults. The memory of the young empire's founder is still alive in the minds of many and Loringia's army is made up mostly of noble knights and their men at arms. Yet outside of their fortresses, the old traditions still cling on, and witches and warlocks dwell where the influence of the dual church does not reach.

  • Race: Humans, coastal Hoburgs with the ability to sail.
  • Military: Strong Cavalry, average infantry.
  • Magic: Fire, Earth, Air and Water, some Astral, combat casters. Later on gets to choose between access to strong Nature and Blood magic or summoned Angels.
  • Priests: Average.

Loringia Nation Page

MA Abdera: Empire of the Setting Sun

The people of Abdera are descendants of the Phoenix Empire, an ancient civilization founded by the Telkhines and later influenced by the Melqarts of Hinnom. On their trade ventures, they founded colonies in the distant lands of the setting sun, and Abdera was but one of many at that time. But as Berytos was destroyed by the armies of Arcoscephale, contact with one after another was lost, until the young city had to fend for itself, forgotten by the rest of the world and doomed to never be found by its Melqart. Through alliances and trading with the tribes of half-men that dwell around the city and the founding of its own colonies, Abdera has managed to survive and even prosper in isolation. Now Abdera is a realm of seafaring people, relying on allies and mercenaries to fight its wars.

  • Race: Coastal Humans, Satyrs from forests, Centaurs from mountains and wastelands.
  • Military: Capable citizen cavalry, light infantry, war elephants, diverse set of half-men mercenaries, commanders can sail.
  • Magic: High Water, Blood and Fire, some Air, low Nature and Earth, rarely Astral.
  • Priests: Average.
  • 10% Income bonus in coastal Forts.

Abdera Nation Page

MA Hagia: Hallowed Land

Hagia is a successor state of the once-great Empire of Ermor. When Death was let loose in the civil war heralding its fall, whole provinces turned to ashen wastes. The liturgical city of Hagia was one such place, previously a center of the Cult of the Shroud and the burial place of emperors now turned into a lifeless desert. In the centuries since, new people have moved into the recovering lands, marveling at the perfectly preserved cities and attempting to revive the culture of their long-gone forebears. Now, however, an ancient and hungry God is awakening in the ruins of the old Empire and Death yet again stalks the lands. Yet not all is lost. Under Hagia's great Alabaster Mausoleum lies the Lapis Manalis, a gateway to the abode of the dead. Ancient Spirits emerge at the command of the awakening God to aid the inheritors of the Empire and prevent a repeat of old follies. Hagia organizes armies in a similar manner to the old legionary system, though they remain a pale shadow of Ermor's armies. Hagian legionaries prefer kite shields over tower shields and javelins have mostly fallen out of fashion.

  • Race: Humans, cthonic Spirits.
  • Military: Heavy infantry, crossbowmen, cavalry.
  • Magic: Water and Earth, Nature and Astral.
  • Priests: Strong.
  • Dominion: Temples in friendly dominion reanimate Mane Warriors

Hagia Nation Page

MA Heijou: The Court of Sorcery

When the entrance to the netherworld closed, the Oni became fewer and fewer and their servants rebelled. Heijou is a feudal nation of humans that has only recently freed itself from the yoke of the last Dai Oni. His chaotic rule has been replaced by officials and a central government. Magic has become strictly regulated by the ministries of the imperial capital. Yet the land is far from peaceful as rival temple factions and noble houses compete for influence in the provinces and court sorcerers still meddle with forces from Ikai, the world of spirits, in search of immortality. The influences of their careless studies can already be felt as strange half-men lurk in desolate and forgotten places and spirits emerge from the mists during nighttime. Below the waves, the human sons and daughters of the dragon kings set out to conquer their own realms.

  • Race: Humans and Youkai.
  • Military: Human Infantry with bows or twohanded weapons, stealthy Yokai.
  • Magic: Strong Water and Nature, some Astral, Death, Air, weak Fire.
  • Priests: Weak, immobile spirits create mist.
  • Dominion: Causes unrest.

Heijou Nation Page

MA Shinar: The Tower to the Heavens

Shinar is a collection of city-states centered around the great city of Ninawa. Once home to a proud and haughty people, the inhabitants of Ninawa chose to build a tower to the heavens, through which they would ascend to the celestial spheres and challenge the Pantokrator directly. Furious at their insolence, the celestial spheres lashed out in fury, toppling the great tower and afflicting the people of Shinar with the Curse of Tongues. Bereft of a single language, and with the great city in ruin, the people scattered over the world. In this era, only a few of the tribes remain: The Chaldeans, who have held onto the ancient cities of their forefathers, the primitive Arameans, nomadic tribespeople who tend their fields and roam the fertile valleys of Shinar, the halfmen of Karduniash and the swamp dwelling Haneans. Now, however, a new God is rising, whispering of past glories and the yet unseen splendor of the celestial spheres. The tribes shall unite and construction on new spires that yet again threaten the celestial order has begun. Chaldean armies rely on heavy chariots to break their opposition. Armor is made from bronze, as the knowledge of ironworking has been lost.

  • Race: Humans, prefer Heat scale +1. Can gain various advantages by casting construction rituals in their capital.
  • Military: Heavy infantry, archers, chariots.
  • Magic: Strong Air and Earth, some Nature and Astral.
  • Priests: Mediocre.

Shinar Nation Page

MA/LA Carcosa: Shattered Sun

Once a prosperous metropolis, Carcosa is now a warped and broken reflection of its former self. When the Pantokrator disappeared, so did his seven seals that protected the world from the horrors of the void. One such entity was the Sun in Splendour, a being of great radiance that fell onto the world and shattered upon collision with the city of Carcosa. While its corpse has grown dimmer in the world of man, in the astral spheres its radiance has not diminished and some shards have regained conscience. Making use of the remaining light as a beacon, the Dreams of Carcosa and the Light from a fiercer place invade weak minds through the accursed Yellow Sign. Hordes of dreamers and madmen gather under the command of the Tattered Kings in their bid for Godhood and perhaps, a chance of reforming what has been lost.

  • Race: Void beings, human cultists.
  • Military: Disposable Human cultists, temple summoned void beings, well-equipped and trained dreamers.
  • Magic: Strong Astral, some Fire, Water, and Death.
  • Priests: Mediocre, Aspirants can temple train void beings and do not require labs to recruit.

Carcosa Nation Page

MA/LA Al-Mada'in: Spires of Kardbandad

The great city of Al-Mada'in lies on the ruins of Kardbandad, an ancient trading kingdom established by the Jinnun of Ubar. Old Kardbandad was abandoned when the Gates of Brass were sealed, leaving the human servants and oasis dwellers to fend for themselves. Over the countless centuries since the Ubar's chastisement, Al-Mada'in has been razed, resettled, and conquered countless times, always rising from ruin due to being situated on the only safe route through the desert of 'Ad. The enormous city is ruled by oligarchs who have made their homes in the spires of ancient Kardbandad from which they administer the city. Outside of the great walls, life has not changed much since the time of Ubar, and practitioners of Sahar, the ancient magic of the Jinnun, rule the tribes.

  • Race: Humans, prefers Heat scale +1.
  • Military: Tribesmen and well trained household troops. Military orders in the capital.
  • Magic: weak Fire and Air outside of the capital, access to Fire, Air, Earth, Astral, Death and Blood in the capital provinces.
  • Priests: Mediocre, can enter communions.
  • Capital: Capital province has 25% lower population and gem income but starts surrounded by forts with additional population and magic sites.

Al-Mada'in Nation Page

LA Loringia: Fire and Steel

Loringia is a realm of perilous mountains and fertile valleys at the crossroads of the two great empires of Marignon and Ulm. Though both have influenced Loringia, neither has ever managed to conquer it and over the years it has become a hotbed of resentment against them. Remnants of Ulm's Iron Cult and Marignons Inquisition have permeated society, retaining most of their old ways for neither were they bound to the dark pact of Marignon, nor cursed in the same way as Ulm. When the malediction devoured Ulm and demon worship corrupted Marignon, a new syncretic faith that opposed both was born. No longer shall humanity chafe under the yoke of demons from beyond, nor sustain those who have forsaken it in pursuit of immortality. With the disappearance of the Pantokrator the Church of the Immaculate Flame, the holy Vehme, and their allies prepare to purge the rot infesting humanity with fire and steel. For a long time, Loringias's military was made up of noble knights and their men at arms, but the time of chivalry is ending. Reliance on well-drilled infantry and ranged weapons is increasing and landsknechts, battle-hardened mercenaries in service of the empire, are now the backbone of Loringia's army.

  • Race: Humans and coastal Hoburgs.
  • Military: Professional heavy infantry and medium cavalry, no recruitable sacred units.
  • Magic: Strong Fire and Earth, some Water, Air and Astral.
  • Priests: Mediocre.
  • Forts: Forts provide 25% extra resources.

Loringia Nation Page

LA Hagia: Undying Land

Hagia is an ancient splinter empire of Ermor, centered around an immaculate city of marble and alabaster. Beset by rival kingdoms and threatened from within by restless spirits, heretics, and worse, it has nonetheless proudly stood the test of time. It has survived the fall of Ermor and served as an unshakeable bulwark against the horrors that death magic released upon the world. But the glory days of old Hagia have passed. Over the centuries stygian fumes from the Manis Lapalis, the gate leading to the abode of the dead, have polluted the soil and air. The old find themselves unable to pass on, forever trapped in their aging bodies. The young meanwhile are born weak and sickly. The gates of death still stand ajar as they have since the cataclysm and the dead walk and toil alongside the living. Now, however, the ancient promise of the Prophet in White is about to come true and a new God promising a cure to the disease at the heart of the empire will reveal itself. Hagia uses a reformed legionnaire army. Frontier armies slow enemy advances and the imperial reserves of professional elite troops are tasked with fighting off invaders who make it past this first line of defense. The Defensores have been reformed into a secularised regiment of heavy cavalry as part of the imperial tagmata forces.

  • Race: Sickly humans which turn undead when killed, cthonic Spirits.
  • Military: Heavy infantry, crossbowmen, heavy cavalry. Living Soldiers do not heal their wounds but fight on after dying.
  • Magic: Strong Water and Death, average Earth, some Nature.
  • Priests: Strong, can heal afflictions.
  • Dominion: Temples in friendly dominion reanimate a few Mane Warriors and some Risen soldiers.

Hagia Nation Page

Vanilla Sprite Overhaul

The Vanilla Sprite Overhaul can also be downloaded separately here.

Flags

EA Sprites

MA Sprites

LA Sprites

Indie Sprites

Pretenders

dom5-gathering-sturm.txt · Last modified: 2022/09/14 08:52 by sturm