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dom6:jotunheim-ma

MA Jotunheim, Iron Woods

Lore

One of the original fourteen factions, Jotunheim is a realm of snow and snow giants, known as the Jotunar. The white-haired beings are remnants of the glacial Rimtursar and the icy Niefel, taller giants they seemed like children to. The great Rimtursar warred with and defeated titans known as the Aesir in a time before time, though not without cost; one god marked the Rimtursar and their fiery neighbors for death by thunder, and so the Rimtursar went to sleep, possibly eternally. The Jotuns mourned their distant ancestors, but the Niefel enjoyed their time as the tallest of beings; until their own era came to pass, that is.

The greatest heroes of the Rimtursar killed gods. The greatest hero of the Niefel, Tjaste, immortalized himself (possibly literally) by capturing a god. The greatest of the Jotuns is a witch; she resides in Jarnvidjur, sowing spite and spells in her own people, taking pleasure in whatever comes of her schemes. She taught men and women alike the art of Blood magic, then taught the women how to ensnare their male counterparts in lycanthropy. When the Niefel left the world, she accepted the court advisors of their Jarls, withholding them from Jotunheim until the moment a Pretender God awakened; this wasn't great for the Jotun Jarls and the newer witches, but it has preserved ancient sorcery for this very moment, whereas the Jotuns' old Van enemies have ground themselves down with over-activity. The returning recluses are accompanied by the Vaettir, household goblins of the giantesses.

"[Niefelheim] 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.

Niefelheim, Muspelheim, Jotunheim, and Utgård are part of the history of a single nation through the ages. Vanheim, Helheim and Midgård also share a common ancestry and development. In the middle era Helheim merges with Vanheim and disappears as an independent nation. Only the valkyries remain as reminders of the legacy of Helheim." -Illwinter

Jotunheim is one of the original fourteen factions from Dominions: Priests, Prophets, and Pretenders. The others are Arcoscephale, Ermor, Pythium, Man, Ulm, Marignon, Abysia, Caelum, C'tis, Pangaea, Vanheim, Atlantis, and R'lyeh.

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
blood 33 (rare 4, UR 5)
water 33
death 33 (rare 4, UR 5)
glamour 33 (rare 4, UR 5)
astral 22 (rare 3, UR 4)
nature 22 (rare 3, UR 4)
holy 22
Heroes
astral 22death 22nature 33glamour 22blood 11
astral 33death 33nature 22glamour 33blood 33
air 33water 33death 33holy 22 or
air 44water 22death 22holy 11
Summons
air 44water 22earth 33
fire 22air 44earth 33
air 44earth 33nature 22
air 44earth 33death 22
(req. air 44earth 33)
Giant Infantry and Skinshifters
Niefel Giants
Cold Resistance
Shock Vulnerability
Snow Move
Giant Forts
Forts reduce cold scale deaths by 2 steps

Capitol Gems: 1watergem1astralpearl2deathgem1glamourgem

The odds for "rare" paths are a bit disgustingly low (a bit over 1%), but so are the odds for death 33, glamour 33, astral 22, and nature 22; a bit over 10%, on a 2-turn mage.

Cold Limit + 1
Prefers Cold Scale + 2

The Jotunar are snow Giants of Size 6. To give a sense of how mighty the Jotunar are, untrained Jotun men still have 31 HP, 5 Natural Protection, 19 Strength, 9 Attack Skill, 9 Defence Skill, 12 Magic Resistance, and 11 Morale. These stats (other than MR) each vary for Jotun troops, but all have 16 Map Movement and 15 Combat Speed while naked. As snow Giants, the Jotunar are totally fine walking through Snow and have 15 Cold Resistance, but they also have -5 Shock Resistance due to the eternal grudge of an absent Thor.

The Vaettir are Size 2 (five-to-a-square) beings, commonly regarded as goblins. Their homeland of Vaettiheim is in the Iron Woods, where the snow doesn't really penetrate through the branches and leaves, so they cannot ignore Snow. They also only have 5 Cold Resistance, but at least they handle lightning about as well as a dog. A Jotun can share a square with two Vaettir, by the way; this doesn't really help the Jotun with ranged combat, as he or she is the larger target, but it may help in the melee.

National Units

Commanders

Image Unit Name Special Attributes Comments
Jotun Scout
60
7
1

Stealthy (40)
Mountain Survival
Forest Survival
Commentary here.
Jotun Herse
105
41
1

Sacred
Commentary here.
Jotun Gode
150
19
2
holy 22
Sacred

Forest Survival
Commentary here.
Jotun Jarl
180
41
1
holy 11
Sacred
Commentary here.
Gygja
230
3
2
death 11glamour 11blood 11rp 1313random1100%

Fortune Teller (10%)
Old Age (330/200)
Death Curse
Forest Survival
Female
Lich Shape (Lich Hag)
Commentary here.
Jotun Skratti
360
3
4
water 22blood 22random1100%rp 1515

Forest Survival
Shape Changer (Jotun Werewolf)
Commentary here.
Jotun Werewolf water 11blood 11random1100%rp 1111

Regeneration (10%)
Blood Searcher (+1)
Forest Survival
Shape Changer (Jotun Wolf)
Skrattir with 3 in a path will have 2 as a werewolf.
Jotun Wolf
Regeneration (10%)
Stealthy (40)
Animal
Forest Survival
Shape Changer (Jotun Skratti)
Skrattir with 3 in a path will have 1 as a wolf.
Jarnvidja
500
5
4
Capital Only
death 11glamour 11blood 11random3100%
100%
100%
10%
rp 1717
Fortune Teller (10%)
Old Age
Death Curse
Adept Crossbreeder (6)
Forest Survival
Female
Lich Shape (Lich Hag)
Thrymsgode
340
33
4
Capital Only
Req. Cold 1+
water 11holy 22random1100%rp 99
Sacred
Cold Resistance (25)
Shock Vulnerability (5)
Chill Aura (3)
Ice Protection (1)
Snow Move

Troops

Image Unit Name Special Attributes Comments
Jotun Bondi
20
15
11
Commentary here.
Jotun Warrior
30
15
17
Commentary here.
Jotun Warrior
30
17
17
Commentary here.
Jotun Hurler
30
11
17

Siege Bonus (+5)
Commentary here.
Jotun Huskarl
35
21
20

Bodyguard (1)
Commentary here.
Godihuskarl
40
25
24

Bodyguard (1)
Commentary here.
Jotun Hirdman
50
33
31
Commentary here.
Ulfhedin
70
5
31
Capital Only

Regeneration (10%)
Shapechanger:
Jotun Werewolf (Wounded)
Commentary here.
Thrymshirding
100
43
_
Capital Only
Req. Cold 1+
Sacred
Cold Resistance (25)
Shock Vulnerability (5)
Chill Aura (3)
Ice Protection (1)
Snow Move
Commentary here.

Heroes

Image Unit Name Special Attributes Comments
Angerboda - Great Hag
Earliest Arrival Turn (20)
astral 33death 33nature 22glamour 33blood 33rp 3333

Poison Resistance (15)
Supply Bonus (+20)
Fortune Teller (15%)
Crossbreeder (8)
Old Age (350/200)
Death Curse
Forest Survival
Female
Commentary here.
Tjatse - Abductor
Earliest Arrival Turn (20)
air 33water 33death 33holy 22rp 2323
Sacred
Cold Resistance (30)
Chill Aura (21)
Ice Protection (3)
Cold Power (1)
Snow Move
Shape Changer (Great Eagle)
Commentary here.
Great Eagle air 44water 22death 22holy 11rp 2121
Sacred
Cold Resistance (20)
Storm Power (1)
Cold Power (1)
Siege Bonus (+10)
Patrol Bonus (+10)
Flying
Storm Immunity
Mountain Survival
Shape Changer (Abductor)
Commentary here.

National Spells

Summons

Ritual

Sloth of Bears
(Conjuration 3)
nature 22 and 6naturegem

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

Jotun Draug x 3
Cold Resistance (25)
Poison Resistance (25)
Chill Aura (3)
Fear (+5)
Undead
Amphibious
Need Not Eat
Spirit Sight
Shapechange Below HP (40) (Jotun Draug)
Commentary here.

Jotun Draug
Replace:
Shapechange Above HP (55) (Jotun Draug)
Commentary here.
Brood of Garm
(Conjuration 4)
nature 22 and 10naturegem

Jotun Wolf x 5
Sacred
Cold Resistance (15)
Fear (+5)
Berserker (+3)
Animal
Forest Survival
Snow Move
Wolf
Commentary here.
Summon Rimvaettir
(Conjuration 5)
water 22 and 5watergem

Rimvaetti x 5+
Cold Resistance (25)
Stealthy (40)
Chill Aura (2)
Ice Protection (1)
Cold Power (1)
Forest Survival
Snow Move
Commentary here.
Summon Dwarf of the Four Directions
(Conjuration 8)
air 44earth 33 and 62airgem

Dwarf of the North or
Dwarf of the South or
Dwarf of the East or
Dwarf of the West
air 44water 22earth 33rp 2323
fire 22air 44earth 33rp 2323
air 44earth 33nature 22rp 2323
air 44earth 33death 22rp 2323
Common Attributes:
Unique
Shock Resistance (22)
Darkvision (50%)
Master Smith (1-2)
Mountain Survival
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 1-2 (1: Water, Death. 2: Fire, Nature).
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.

Other Spells

Ritual

  • Seith Curse (Thaumaturgy 5)
    astral 11death 11 and 3deathgem
    Commentary here.
  • Illwinter (Blood 6)
    water 33blood 55 and 120bloodslave
    Commentary here.

Magic Access

Recruits

Elements:

  • No Fire access
  • No Air access (aside from one hero)
  • water 33 on one-in-four Jotun Skrattis (water 22 on the rest)
  • No Earth access

Sorcery:

  • astral 22 on around one-in-nine Jarnvidjas (capital-only); astral 11 on one-in-five Gygjas off-capital
  • death 33 on around one-in-nine Jarnvidjas (capital-only); death 22 on one-in-five Gygjas off-capital
  • nature 22 on around one-in-nine Jarnvidjas (capital-only); nature 11 on one-in-five Gygjas off-capital
  • glamour 33 on around one-in-nine Jarnvidjas (capital-only); glamour 22 on one-in-five Gygjas off-capital

Other Paths:

  • blood 33 on one-in-four Jotun Skrattis (blood 22 on the rest, and on one-in-five Gygjas)
  • holy 22 on Jotun Godes

Path-Boosting

The Illwinter (blood 55water 33) allows water 22blood 33 Skrattis with a Water booster, a Blood booster, and an Empowerment in Blood (or two Blood boosters if you have the time) to enable the summoning of Niefel Jarls with Winter's Call. These beings have water 33death 22holy 22random1100%
10%
, thus upgrading Jotunheim's Water access by a level (at least if the Water Queens were missed while studying Blood magic) and giving Jotunheim far-more-reliable access to death 33.

Alternatively, Jotunheim has access to Summon Dwarf of the Four Directions, which lets a air 44earth 33 Pretender (or a air 44earth 22 Pretender with the Earth Boots) summon one-to-four additional air 44earth 33 mages. One of these will come with fire 22, one will come with water 22, one will come with death 22, and one will come with nature 22.

Fire

No native access. High investment in Blood offers access to unique Fire mages, however; blood 55 for a one-in-four chance of a fire 44 and blood 88 for a one-in-three chance of at least fire 44, for instance. The summoning of the latter ages the caster by ten years. Either avenue allows for climbing the rest of the ladder, with the blood 88 option possibly giving you a Skull of Fire forger.

Air

One of the Demon Lords (blood 88) has air 55, but that specific one is incredibly dangerous to have around. It's not out of the realm of imagination to get a nature 11glamour 33 Jarnvidja, however; with a Glamour booster, she can summon a Queen of Winter who has a 50% chance to be a air 22 mage. nature 11glamour 22 is more likely, requiring a 45glamourgem empowerment to get within Faerie Court distance.

Alternatively, if you get Tjatse - Abductor, his air 44 as a Great Eagle lets you climb the entire ladder.

Water

An above-water Water nation, Jotunheim can climb most of the ladder but may run into trouble with summoning a Water Queen. Thanks to the Niefel Jarl, Jotunheim can reach water 66 without even touching artifacts or the sea; for empowerment-less games, this isn't an option and the ceiling is generally water 55.

Earth

No native access. However, Hidden in Snow can summon Unfrozen Mages with up to earth 33; this can be cast by Skrattis with a Death random and a Water booster, or by any Niefel Jarl. Alternatively, if you have a warm province, you can use the Queen of Winter strategy mentioned above to get a Faery Queen instead; she has a 1-in-3 chance of possessing earth 22, and she's a Disease Healer.

One of the Demon Lords has earth 44blood 44. He can then cast Father Illearth if Jotunheim hasn't fallen behind in Conjuration yet, for one additional earth 44 mage; or he can stick to Troll Kings, at 65earthgem apiece.

Seith Sorcery

The odds of getting astral 22 on a two-turn Jarnvidjur is around 11.2%. If you recruit six of them, you have a just-over-50% chance of one of them having astral 22. If you recruit nine, you have a just-under-66% chance. This also applies to getting death 33, getting nature 22, and getting glamour 33. There's also a .976% chance of going a level higher; the odds are less than 1-in-102.

Of the four, Death has the easiest ladder-climb. death 22 gives the Skull Staff, so a death 33 Jarnvidja really has death 44. From there, it takes only a single Death empowerment to get the Skullface and the death-boosting artifacts.

Glamour is second-easiest, thanks to the Gossamer Veil, but it does require getting that one-in-nine Jarnvijda to forge. glamour 33 becomes glamour 44, which can then do other things depending on what else the Jarnvidja has, but Jarnvidja cannot craft the Mirage Crystal themselves; that would require a earth 22glamour 33 Faery Queen.

Nature is given a significant leg up by two of Jotunheim's heroes, Gullveig - Undying and Angerboda - Great Hag; both of their paths let them craft the Thistle Mace, the Moonvine Bracelet, the Armor of Twisting Thorns, and the Treelord's Staff. Without heroes, the needed paths for these various boosters are very rare.

Lastly, there's Astral. Angerboda - Great Hag has astral 33death 33; she can craft the Starshine Skullcap, then open an Ether Gate for a 25% chance of a astral 44 Ether Lord, getting another level. Without Angerboda, the situation is similar to that of Nature, except with only the Starshine Skullcap.

Blood

With Angerboda, Jotunheim doesn't need empowerment to reach blood 55; Angerboda can make the Armor of Twisting Thorns, and the Blood Thorn. Making the Armor of Twisting Thorns is otherwise difficult to procure.

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/jotunheim-ma.txt · Last modified: 2024/04/26 13:26 by fenrir