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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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 (rare 4, UR 5) 3 3 (rare 4, UR 5) 3 (rare 4, UR 5) 2 (rare 3, UR 4) 2 (rare 3, UR 4) 2 | Hero 33233 3332 Summons 423 243 432 432 (req. 43) | Giant Infantry and Skinshifters Niefel Giants | Cold Resistance Shock Vulnerability Snow Move | Giant Forts Forts reduce cold scale deaths by 2 steps |
Capitol Gems: 1121
The odds for "rare" paths are a bit disgustingly low (a bit over 1%), but so are the odds for 3, 3, 2, and 2; 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.
: Cold Resistance (15), Shock Vulnerability (5), Snow Move
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 | 2 Sacred Forest Survival | Commentary here. | |
Jotun Jarl 180 41 1 | 1 Sacred | Commentary here. | |
Gygja 230 3 2 | 111131100% Fortune Teller (10%) Old Age (330/200) Death Curse Forest Survival Female Lich Shape (Lich Hag) | Commentary here. | |
Jotun Skratti 360 3 4 | 221100%15 Forest Survival Shape Changer (Jotun Werewolf) | Commentary here. | |
Jotun Werewolf | 111100%11 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 | 1113100% 100% 100% 10%17 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+ | 121100%9 Sacred Cold Resistance (25) Shock Vulnerability (5) Chill Aura (3) Ice Protection (1) Snow Move |
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. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Angerboda - Great Hag Earliest Arrival Turn (20) | 3323333 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) | 333223 Sacred Cold Resistance (30) Chill Aura (21) Ice Protection (3) Cold Power (1) Snow Move Shape Changer (Great Eagle) | Commentary here. | |
Great Eagle | 422121 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. |
Sloth of Bears (Conjuration 3) 2 and 6 | Great Bear x 15+ | Undisciplined Animal Mountain Survival Forest Survival | Commentary here. |
Awaken Jotun Draugar (Conjuration 4) 2 and 15 | 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) 2 and 10 | Jotun Wolf x 5 | Sacred Cold Resistance (15) Fear (+5) Berserker (+3) Animal Forest Survival Snow Move Wolf | Commentary here. |
Summon Rimvaettir (Conjuration 5) 2 and 5 | 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) 43 and 62 | Dwarf of the North or Dwarf of the South or Dwarf of the East or Dwarf of the West | 42323 24323 43223 43223 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 (432200% 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. |
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: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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