This is an old revision of the document!
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
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.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() | Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() | Flying Elf Vikings Strong Thugs No cheap mages Flying Vanhere sacreds | ![]() ![]() ![]() | ![]() |
Capitol Gems: 14
1
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.
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.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Van Scout![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Vanherse![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Fay Horse | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Helkarl![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Helhestur | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Vanjarl![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Fay Horse | See Above | ||
![]() | Svartalf![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Dis![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Disahestur | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Hangadrott![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Helhestur | See Above |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Serf Warrior![]() ![]() ![]() | Commentary here. | |
![]() | Huskarl![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Huskarl![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Hirdman![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Mounted Hirdman![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Fay Horse | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Valkyrie![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Helhirding![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Helhestur | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Sigrdriva - Hangadrottning Earliest Arrival Turn (10) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Disahestur | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Valkyries (Conjuration 6) ![]() ![]() ![]() | ![]() Valkyrie x 7 | ![]() ![]() ![]() ![]() Female | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Sloth of Bears (Conjuration 3) ![]() ![]() | ![]() Great Bear x 15+ | ![]() ![]() ![]() ![]() | Commentary here. |
Awaken Draugar (Conjuration 4) ![]() ![]() | ![]() Draug x 4 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Draug | ![]() |
||
Brood of Garm (Conjuration 4) ![]() ![]() | ![]() Jotun Wolf x 5 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Wolf | Commentary here. |
Summon Dwarf of the Four Directions (Conjuration 8) ![]() ![]() ![]() | ![]() Dwarf of the North or Dwarf of the South or Dwarf of the East or Dwarf of the West | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Common Attributes: ![]() ![]() ![]() ![]() ![]() | Summons one of the four Dwarves of the Four Directions, powerful mages who have significant combat, ritual-casting and forging capabilities (![]() ![]() ![]() ![]() ![]() ![]() ![]() 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. |
Fire is partially week, being requiring a random and a Skull of Fire to be
2 and
3 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 4, 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
3, then with luck or empowerment will get you into
4 to make the needed booster, go Air queens, then have a
7. With Death Randoms, they will beak you into the booster for
6
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.