Jomon, Shinuyama, and Yomi are realms bound by a chain of events in history. They might all be the same province, but that is not outright said. Each has had their own era of relevance; Yomi's was the Early Ages, Shinuyama's was the Middle Ages, and the Late Ages spell Jomon's turn.
Had events in other parts of the world played out differently, Jomon would have been a colony of the Celestial Empire of T'ien Ch'i. The other humans in the region accepted settlers from that far-greater state, and their "Way of Five Elements" has left an indelible mark on Jomonese traditions. But circumstances did not allow this shift; no, the human farms attracted the envy of Shinuyama's Bakemono goblins. Some claim that a Kitsune from Shinuyama is responsible for the Celestial Empire's decline, seeding the Imperial Court with mistrust and doubt that would plague future royal successions with crises. Regardless, at some point, the Bakemono claimed Jomon as theirs.
After years (though perhaps not centuries) of servitude, Jomon's humans tired of oppression by goblins and ogres, and hired Samurai to lead a revolt. Shinuyama's forces, ranging from human bandits to the disorganized descendants of their own former oppressors, failed in their many attempts to crush the rebellion; village-by-village they were driven from the land, and now they are largely a memory. While some Samurai remain as mercenaries, many have come to fill the void as lords, gradually coalescing into a feudal pyramid with the Daimyos and the Jomonese Pretender God at the top.
The rice fields of Jomon were the first to be attacked by the Bakemono onslaught. After years of slavery and mistreatment, the human inhabitants rebelled as the Bakemono had once rebelled against their Oni masters. One by one the Bakemono tribes were replaced by human Daimyos and their sworn warriors. A strict, feudal warrior society replaced the disorganized rule of the Bakemono Kings. Even war has become ritualized and peasants are left largely in peace. With the coming of the new God, the Daimyos have joined forces and look for other realms to conquer.
"[Yomi, Shinuyama and Jomon] are heavily influenced by Japanese history, folklore, and myth. The first of the three nations is an uncivilized nation of demonic brutes enslaving and eating humans and other races. They are replaced by Bakemonos, ghostly goblins of Japanese folklore of similar outlook, and finally the humans take control. The beings of Shinuyama are quite heavily influenced by the old pen-and-paper TTRPG Bushido, although some other sources on mythological beings such as Tengus and Kitsune have been used. Modern myth, such as the western idea of the ninja, also has a place in the late nation of Jomon." -Illwinter
A richly detailed nation with glaring, almost-crippling flaws, a bit like this age's Marignon. In some ways, Jomon is a gilded sphere, made especially pretty to prevent its wooden core from being seen. From a different angle, however, Jomon is a geode; most of the niceties that make the nation special are tough to even get to, but they arguably make up for the surface.
The faults in Jomon are pretty clear. As with Shinuyama and Yomi beforehand, Jomon has mostly ill-protected troops for their time, with no shields. In this case, the large bulk of Jomon wears the high-end armor of Shinuyama, which was in-turn the armor of Yomi's most-important residents. At the same time, rival nations and even most of the plains independents have picked up crossbows. Jomon also has Yomi's problem of outdated infrastructure, unable to make the Citadels that almost every other country can build; the problem lies most with the Commander Point deficit this causes, meaning that Jomon will eventually be producing 50% fewer mages than most of her same-sized neighbors.
Dominions 6 has been indirectly nice to the nation, however, at least in her "neutral" approach. In all fairness, the lack of crossbow protection was a bigger issue in previous games, when the magic for Protection-boosting and projectile-blocking scaled worse. With the new steps in the support scaling, more of Jomon's troops will reach the frontlines, where they can win battles by landing the first strike with their elevated Attack Skill. On that note, Jomon has two Sacred troops with different strengths; the Sohei are well-drilled halberdiers better suited for typical fights, while the Yamabushi are loose-cannon samurai meant for cutting enemy elites. As for the infrastructure, the increased Citadel costs "buff" Jomon by making it take longer for other nations to outpace her.
Magically speaking, Jomon is a middle-age nation with late-age power levels: no one has resorted to Death or Blood for new power, anyway. Standardization attempts (if they even happened) must have failed, for the mages of Jomon are just as erratic as Jotunheim and Vaettiheim's Gygjas. Most will call the scintillating series of summons available to Jomon "traps", since the Late Ages typically don't provide enough gems to spend them on fluffy foxes or giant wolves while also casting Nature's best spells. Fortunately, Jomon happens to possess summon-grade fellows who can be hired with gold; they're underwater! Once Jomon goes through the typical steps other Water nations may take to get a sea fort, she can recruit giant shark-men for land combat, well-armored shellfish for sea combat, and flying dragons with full item slots.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Summons See Summons | Light Infantry Samurai Archers Samurai Infantry Samurai Cavalry Ninja Assassins Some Aquatic or Amphibious | ![]() ![]() | ![]() |
Capitol Gems: 11
1
1
Dragon Princes: Entire levels of Jomon's magic access are only found underwater, notably 3 (and the odd
4). On-land,
2,
2, and
2 are all as rare as
3 and
3.
The humans of Jomon are largely the same as they were in Yomi and Shinuyama, with 9 HP. However, their Samurai protectors undergo strict diets and rigorous training, bringing their HP to 10 or 11. Such training also gives them at least 11's in Morale, Defence Skill, and Precision.
Jomonese equipment is somewhat outdated, with no crossbows or plate armor, and they've never been very fond of shields. However, the quality of their armaments (particularly their weapons) is almost beyond reproach.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Ninja![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Gokenin![]() ![]() ![]() | Commentary here. | |
![]() | Mounted Gokenin![]() ![]() ![]() | Commentary here. | |
![]() | Hatamoto![]() ![]() ![]() | ![]() | Commentary here. |
![]() | War Horse | ![]() | Commentary here. |
![]() | Daimyo![]() ![]() ![]() | ![]() | Commentary here. |
![]() | War Horse | ![]() | Commentary here. |
![]() | Kannushi![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Monk of the Fivefold Path![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Shugenja![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Onmyo-ji![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Shikigami | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Master Shugenja![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Crab General![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Ryujin![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Starts With (Dragon Pearl) ![]() | The Dragon Pearl (Unremovable) grants +![]() ![]() ![]() ![]() |
![]() | Ryujin | Same as above. ![]() |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Ashigaru ![]() ![]() ![]() | Really good for an 8-gold unit. Most cheap filler is inept; not the Ashigaru. They get knocked down easily, but they're pretty punchy as well. |
|
![]() | Samurai ![]() ![]() ![]() | Commentary here. | |
![]() | Samurai ![]() ![]() ![]() | Commentary here. | |
![]() | Samurai Archer ![]() ![]() ![]() | Commentary here. | |
![]() | O-ban ![]() ![]() ![]() | Commentary here. | |
![]() | Go-Hatamoto ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Aka-Oni Samurai ![]() ![]() ![]() | Commentary here. | |
![]() | Samurai Cavalry ![]() ![]() ![]() | Commentary here. | |
![]() | War Horse | ![]() | Commentary here. |
![]() | Sohei ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Yamabushi ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Shrimp Soldier![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Shark Warrior![]() ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Hashi Saburo - Red Devil | ![]() ![]() | Commentary here. |
![]() | Ryutaro - Son of the Dragon King | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Kenji - Red Tengu | ![]() Supply Size (-1) ![]() ![]() ![]() | Commentary here. |
:
Chaos Power (1),
Pillager (+1 to +5),
Cause Unrest (+.1 to +3 per month),
Gluttony (1 to 5),
Heals Afflictions When Shapechanging,
Need Not Eat,
Demon,
Mountain Survival,
Spirit Sight
:
Poison Resistance (25),
Chaos Power (1),
Pillager (+1),
Salt Vulnerability (1),
Heals Afflictions When Shapechanging,
Undead,
Ethereal,
Need Not Eat,
Spirit Sight,
Spiritform
: Supply Size (-1),
Flying,
Storm Immunity,
Mountain Survival
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Ko-Oni (Conjuration 1) ![]() ![]() | ![]() Ko-Oni x 5 + [1/2 per lvl] | ![]() ![]() ![]() | Commentary here. |
![]() Oni Spirit | ![]() ![]() ![]() | Commentary here. | |
Summon Kappa (Conjuration 1) ![]() ![]() ![]() | ![]() Kappa x 5 | ![]() ![]() ![]() | Commentary here. |
Summon Karasu Tengus (Conjuration 2) ![]() ![]() ![]() | ![]() Karasu Tengu x 3 | ![]() ![]() | Commentary here. |
Summon Ao-Oni (Conjuration 2) ![]() ![]() ![]() | ![]() Ao-Oni x 5 + [1/2 per lvl] | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Oni Spirit | ![]() ![]() ![]() | Commentary here. | |
Summon Konoha Tengus (Conjuration 3) ![]() ![]() ![]() | ![]() Konoha Tengu x 5 + [1/2 per lvl] | ![]() ![]() | Commentary here. |
Summon Aka-Oni (Conjuration 3) ![]() ![]() ![]() | ![]() Aka-Oni x 5 + [1/2 per lvl] | ![]() ![]() ![]() ![]() | Commentary here. |
![]() Oni Spirit | ![]() ![]() ![]() | Commentary here. | |
Summon Okami (Conjuration 3) ![]() ![]() | ![]() Okami x 10+ | ![]() ![]() ![]() ![]() ![]() ![]() Wolf ![]() ![]() ![]() | Commentary here. |
Contact Bakeneko (Conjuration 3) ![]() ![]() | ![]() Bakeneko | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Bakeneko | Changes: ![]() - ![]() ![]() | Commentary here. | |
Ambush of Tigers (Conjuration 3) ![]() ![]() | ![]() Tiger x 15+ | ![]() ![]() ![]() ![]() | Commentary here. |
Ghost General (Conjuration 4) ![]() ![]() | ![]() Shura | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Oni (Conjuration 4) ![]() ![]() ![]() | ![]() Oni x 5 + [1/2 per lvl] | ![]() ![]() ![]() | Commentary here. |
![]() Oni Spirit | ![]() ![]() ![]() | Commentary here. | |
Contact Jigami (Conjuration 4) ![]() ![]() | ![]() Jigami | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Dai Tengu (Conjuration 5) ![]() ![]() ![]() | ![]() Dai Tengu | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Tengu Warrior x 13 | ![]() ![]() | Commentary here. | |
![]() Karasu Tengu x 20 | ![]() ![]() | Commentary here. | |
Summon Kuro-Oni (Conjuration 5) ![]() ![]() ![]() | ![]() Kuro-Oni x 5 + [1/2 per lvl] | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Oni Spirit | ![]() ![]() ![]() | Commentary here. | |
Contact Ujigami (Conjuration 5) ![]() ![]() ![]() | ![]() Ujigami | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Mujina (Conjuration 5) ![]() ![]() | ![]() Mujina | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female ![]() | Commentary here. |
![]() Mujina | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female ![]() ![]() | Commentary here. | |
Contact Tanuki (Conjuration 5) ![]() ![]() | ![]() Tanuki | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 50% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Tanuki | Changes: - ![]() ![]() | Commentary here. | |
Contact Mori-no-kami (Conjuration 5) ![]() ![]() in ![]() | ![]() Mori-no-kami | ![]() ![]() ![]() ![]() Pathboost (-1 ALL) ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Mori-no-kami | Changes: ![]() ![]() ![]() ![]() ![]() | ||
Contact Nushi (Conjuration 5) ![]() ![]() ![]() in ![]() | ![]() Nushi | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female ![]() | Commentary here. |
![]() Swamp Serpent | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female ![]() | Commentary here. | |
Contact Kaijin (Conjuration 5) ![]() ![]() ![]() | ![]() Kaijin | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Path Boost (-1 When Not Underwater) ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Oni General (Conjuration 6) ![]() ![]() ![]() | ![]() Oni Shugo | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Oni Spirit | ![]() ![]() | Commentary here. | |
Summon Gozu Mezu (Conjuration 6) ![]() ![]() | ![]() Ox-head | ![]() ![]() ![]() | Commentary here. |
![]() Horse-face | ![]() ![]() ![]() | Commentary here. | |
Contact Tatsu (Conjuration 6) ![]() ![]() | ![]() Tatsu | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Kitsune (Conjuration 6) ![]() ![]() | ![]() Kitsune | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 50% ![]() ![]() ![]() ![]() ![]() 25% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female ![]() | Commentary here. |
![]() Kitsune | Changes: + ![]() - ![]() ![]() | Commentary here. | |
Summon Kenzoku (Conjuration 6) ![]() ![]() ![]() | ![]() Kenzoku | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Yama-no-kami (Conjuration 7) ![]() ![]() in ![]() in (Internal) Darkness | ![]() Yama-no-kami | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Dai Oni (Conjuration 8) ![]() ![]() ![]() | ![]() Dai Oni | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Oni Spirit | ![]() ![]() ![]() ![]() | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
The Ryujin is LA Jomon's best recruitable mage, but can only be recruited underwater. It has a 1 in 5 chance of +2 in paths, while Master Shugenja or Onmyo-ji, the next best recruitable mages, generally have a 1 in 25 chance of getting +2 in a path. Also, it comes with a + booster, getting it to
3, which cannot be removed.
LA Jomon doesn't have native access to Death, which is required for a lot of Jomon's national summons. It's probably worth having a pretender with it.
The 2 Onmyo-ji can reach
6 for the Ring of Sorcery and then the Ring of Wizardry, but it requires a bunch of unique boosters.
The 2
3 Yama-no-kami, which requires
4 to summon, is within reach of a Staff of Elemental Mastery.
Highest Starting: 2 Master Shugenja (1 in 25) or Ryujin (1 in 4) recruit in water.
Highest Starting: 2 Master Shugenjav (1 in 25) or Ryujin (1 in 4) recruit in water.
Tome of High Power Unique
2
2 Onmyo-ji (1 in 25)
Contact Dai Tengu
2
1 Master Shugenjav (1 in 25)
Dai Tengu has 3.
Highest Starting: 3 Ryujin recruit in water.
2 Master Shugenja (1 in 25)
Trident from Beyond Unique
2
2 Onmyo-ji (1 in 25),
1
2 Onmyo-ji (9 in 25) +
Contact Naiad
2
1 Master Shugenja (1 in 25) +
or
2
2 Ryujin (1 in 5) +
Naiad has 3
Orb of Atlantis Unique
2
1 Master Shugenja (1 in 25) +
or
2
2 Ryujin (1 in 5) +
Contact Kaijin
2 Master Shugenja (1 in 25) +
v
Nushi has
3
Highest Starting: 2 Master Shugenja (1 in 5) or Ryujin (1 in 4) recruit in water.
The Tome of Gaia Unique
2
2 Master Shugenja (1 in 25)
Highest Starting: 2 Onmyo-ji
Coin of Meteoritic Iron
2
2 Onmyo-ji (1 in 25)
Tome of High Power Unique
2
2 Onmyo-ji (1 in 25)
No recruitable access.
Contact Bakeneko
2 Master Shugenja (1 in 5) or Ryujin (1 in 4) recruit in water.
Bakeneko has a 1 in 2 chance of 1.
Contact Nushi
2
1 Master Shugenja (1 in 25) or
2
2 Ryujin (1 in 4) recruit in water
Nushi has
1
Forest Troll Tribe
2 Master Shugenja (1 in 5) or Ryujin (1 in 4) recruit in water +
Troll Shaman has at least 1
Highest Starting: 2 Master Shugenja (1 in 5) or Ryujin (1 in 4) recruit in water.
Contact Naiad
2
1 Master Shugenja (1 in 25) +
or
2
2 Ryujin (1 in 5) +
Naiad has 3
The Tome of Gaia Unique
2
2 Master Shugenja (1 in 25)
Moonvine Bracelet
2
2 Master Shugenja (1 in 25) +
The Copper Arm
1
2 Master Shugenja (2 in 25) +
Allows a mage to hold both the Thistle Mace and the Treelord's Staff at the same time.
No recruitable access.
Contact Mujina
2 Master Shugenja (1 in 5) or Ryujin (1 in 4) recruit in water.
Mujina has 2.
Contact Tanuki
2 Master Shugenja (1 in 5) or Ryujin (1 in 4) recruit in water.
Tanuki has 2, and a 1 in 10 chance of
3.
Contact Kitsune
2 Master Shugenja (1 in 5) or Ryujin (1 in 4) recruit in water.
Kitsune has 3, and a 1 in 20 chance of
4.
Troll King's Court
2 Master Shugenja (1 in 5) or Ryujin (1 in 4) recruit in water +
Troll King has 1
No native access.
Awaken Treelord Limited Amount
2 Master Shugenja (1 in 5) or Ryujin (1 in 4) recruit in water +
Treelord has a 1 in 3 chance of 1
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.