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dom6:helheim-ea

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EA Helheim, Dusk and Death

Lore

Helheim is a land of shadows, windswept moors and silent mountains. Here lies Gnipahålan, the Stone Cave, where the dead pass through on their way to Hel. The Hanged Kings, ancient Vanir who have hanged themselves to learn the secrets of Death, rule the land from their thrones in Helhalla. Helheim is inhabited by Vanir, a race of tall and innately magical beings who are able to trick mortals with their glamour. The Vanir of Helheim have sequestered themselves from the Vanir of Vanheim and have not been part of the great war with the giants. For ages they have been guiding the dead on their way to Hel in service of a dead god. Now a new God is arising and the old ways are changing. The Valkyries, guides of the dead, have become messengers of death and sacred warriors of the new God. Valkyries, the female Vanir of Helheim, are able to fly, a gift from the dead god they once served. Lesser beings are not held in high regard and their blood is sacrificed to sate the Awakening God. Unlike their cousins in Vanheim, the Vanir of Helheim are not shipwrights and sailors.

"[Helheim] sprung from old Norse myth. The Poetic Edda and some later tales, combined with general conceptions of Iron Age Scandinavia, are the main sources. Vanir, Aesir and Giants are ancient antagonists in these myths. The Aesir, being perceived as gods, have been made pretenders in Dominions. Not that Vanir weren't, but they seem less so than the Aesir in most instances. As with most nations of supernatural origin, it seems fitting that their magic fades with each passing age as humans become more and more numerous." -Illwinter

General Overview

Helheim is an alternate version of Vanir, with a focus on Death magic over Blood. Helheim is an elf nation that can Skele-spam. Definitely not as aggressively overpowered as its parent nation but possesses a wider diversity in magic with its mastery of Death.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
death 44 (Rare 5)
glamour 33 (Rare 4)
earth 33
air 22
fire 11
holy 22
Summons
air 44water 22earth 33
fire 22air 44earth 33
air 44earth 33nature 22
air 44earth 33death 22
(req. air 44earth 33)
Flying Elf Vikings
Strong Thugs
No cheap mages
Flying Vanhere sacreds
Stealthy
Flying
Glamour
Standard Forts

Capitol Gems: 1earthgem4deathgem1glamourgem

National Special Features

Cold limit +1
Death limit +1
Magic limit +1

Prefers Cold Scale + 1

Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion.

Units

The roster is composed largely of elves, long-lived and glamoured units with high defense skill. The majority of Helheim's armies will be therefore be invisible to most other players on the map.

: Stealthy (65), Glamour

Commanders

Sprite Unit Name Special Attributes Comments
Van Scout
Gold 55
15
1
Stealthy (75)
Glamour
Mountain Survival
Forest Survival
Commentary here.
Vanherse
Gold 220
14
2
air 11glamour 11holy 11rp 99
Sacred

Skilled Rider (4)
Commentary here.
Fay Horse
Poison Resistance (10)
Disease Resistance (100%)
Smart Mount (100)
Animal
True Sight
Commentary here.
Helkarl
Gold 255
14
2
7
Sacred

Skilled Rider (4)
Spirit Sight
Commentary here.
Helhestur Sacred

Poison Resistance (10)
Disease Resistance (100%)
Smart Mount (100)
Animal
True Sight
Commentary here.
Vanjarl
Gold 410
16
2
air 22death 11glamour 11holy 22rp 1313
Sacred

Skilled Rider (5)
Commentary here.
Svartalf
Gold 270
2
4
Capital Only
earth 22death 22random1100%rp 1515
Darkvision (50%)
Mountain Survival
Commentary here.
Dis
Gold 310
20
2
Capital Only
air 11death 11glamour 11holy 11rp 1111
Sacred

Skilled Rider (5)
Flying
Spirit Sight
Combat Caster
Female
Commentary here.
Disahestur Sacred

Poison Resistance (10)
Disease Resistance (100%)
Smart Mount (100)
Animal
Flying
True Sight
Commentary here.
Hangadrott
Gold 410
20
4
Capital Only
death 33glamour 22holy 22random1100%
10%
rp 1717
Sacred

Skilled Rider (5)
Spirit Sight
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Serf Warrior
Gold 8
6
5
Commentary here.
Huskarl
Gold 25
10
21
Commentary here.
Huskarl
Gold 25
13
21
Commentary here.
Hirdman
Gold 30
17
25
Commentary here.
Mounted Hirdman
Gold 50
14
48

Skilled Rider (3)
Commentary here.
Fay Horse
Poison Resistance (10)
Disease Resistance (100%)
Smart Mount (100)
Animal
True Sight
Commentary here.
Valkyrie
Gold 45
18
29
Capital Only
Sacred

Flying
Spirit Sight
Female
Commentary here.
Helhirding
Gold 65
12
48
Capital Only
Sacred

Skilled Rider (3)
Spirit Sight
Commentary here.
Helhestur Sacred

Poison Resistance (10)
Disease Resistance (100%)
Smart Mount (100)
Animal
True Sight
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Sigrdriva - Hangadrottning
Earliest Arrival Turn (10)
air 11death 44glamour 22holy 22rp 1919
Sacred

Spirit Sight
Flying
Skilled Rider (5)
Female
Commentary here.
Disahestur Sacred
Poison Resistance (10)
Disease Resistance (100%)

True Sight
Flying
Smart Mount (100)
Commentary here.

Magic

National Spells

Combat
Summon Spell Unit Special Attributes Comments
Summon Valkyries
(Conjuration 6)
air 33death 11 and 1airgem

Valkyrie x 7
Sacred

Flying
Spirit Sight
Female
Commentary here.

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.
Awaken Draugar
(Conjuration 4)
death 22 and 12deathgem

Draug x 4
Resist Cold (25)
Resist Poison (25)
Cold Aura (3)
Fear (5)
Undead
Amphibious
Need Not Eat
Spirit Sight
Shapechanger Below HP (25) (Draug)
Commentary here.
Draug Shapechanger above HP (25) (Draug)
Brood of Garm
(Conjuration 4)
nature 22 and 10naturegem

Jotun Wolf x 5
Sacred
Fear (5)
Berserker (3)
Resist Cold (25)
Animal
Snow-move
Forest Survival
Wolf
Commentary here.
  • Conjuration 8 air 44earth 33 for 62airgem: Summon Dwarf of the Four Directions
    Summons one of the four Dwarves of the Four Directions, powerful mages who have significant combat, ritual-casting and forging capabilities (air 44earth 33random2200% and Master Smith 1). Also increases the likelihood of Hurricanes ravaging the world for each dwarf summoned. If all four dwarves are alive at once, the world is plunged into a Perpetual Storm and all battles will have Darkness over them; this is a somewhat-roundabout manner to apply what amounts to two Global Enchantments at once, but the only way to dispel either effect is to kill one of them.

Magic Access

Fire is partially week, being requiring a random and a Skull of Fire to be fire 22 and fire 33 during combat, which can be serviceable in combat.

You do still have a blood game with Vanjarls but it is the easiest magic to empowering, and can boost up one of your Dwarfs for the blood boosters and summons.

Even before you empower for a Blood Stone, you can boost to a earth 44, but with the stone, you have enough for Earth Kings.

Air and Death are your bread and butter, and the Hangadrott are the best at it. Air randoms will get you to air 33, then with luck or empowerment will get you into air 44 to make the needed booster, go Air queens, then have a air 77. With Death Randoms, they will beak you into the booster for death 66

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?

See More

dom6/helheim-ea.1711400690.txt.gz · Last modified: 2024/03/25 21:04 by johnnydown