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dom6:midgard-la

LA Midgård, Age of Men

Lore

Once Midgård was called Vanheim, home of the Vanir. But since the coming of man, the Vanir have dwindled in number. At first, the Vanir were the undisputed rulers of the land, but the growing human population has taken over the land and renamed it Midgård. Only a few Vanir survive, but their magic has not yet departed the land. The Vanir are sacred to the human population and the few surviving Vanjarls carry great influence. The humans of Midgård themselves have become altered by the ancient magic of the Vanir and skinshifters are more common than they once were.

"These are all nations 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….

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

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
air 33 (Rare 4)*
astral 22
earth 11 (Uncommon 2, Rare 3)
death 11 (Uncommon 2, Rare 3)
glamour 11
blood 11 (Uncommon 2, Rare 3)
holy 22
Hero
air 33death 22glamour 22blood 22holy 22
Summons
air 44water 22earth 33
fire 22air 44earth 33
air 44earth 33nature 22
air 44earth 33death 22
(req. air 44earth 33)
Heavy Infantry
Skinshifters
Berserkers
Vanir
Stealthy
Sailing
Glamour
Standard Forts
Trace income across oceans

* less rare than the other rare paths

Capitol Gems: 2airgem1earthgem1glamourgem

Cold Limit +1
Prefers Cold Scale + 1

Blood Sacrifice: May blood sacrifice to increase dominion. This ability is not transferred to disciple nations. Disciple nations with this ability can still use it. These nations do not have dying dominion.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
35
4
1
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Herse
75
22
1
Sailing (Max Size 4) Commentary here.
Jarl
180
13
1
Sacred
Sailing (Max Size 4)
Commentary here.
Gode
65
5
1
holy 11
Sacred
Commentary here.
Völva
145
1
2
astral 22rp 99
Fortune Teller (10%)
Spirit Sight
Female
Cheap Astral.
Dominions 6's changes removed her original purpose,
(that being to prop up Vanjarl Sabbath Masters),
but a cheap astral 22 is certainly not useless.
Galderman
265
2
2
air 22random2100%
100%
10%
rp 1313
Regeneration (10%)
Forest Survival
Wounded Shape (Werewolf)
An excellent any-fort mage, if a bit inconsistent.
blood 11's can hold turbo-Sabbaths, due to their Regeneration.
Aside from any-fort air 33 and (rarely) air 22blood 22,
these guys can be decent thugs in a tanky sense.
Werewolf Regeneration (10%)
Forest Survival
Natural Shape (Galderman)
Gives your turbo-Sabbath Slaves,
and your Flying Shield thugs,
an extra 20 HP.
Vanherse
235
17
2
Capital Only
air 11glamour 11holy 11rp 99
Sacred
Stealthy (65)
Sailing (Max Size 5)
Skilled Rider (4)
Glamour
Your cheapest Glamour access. (Isn't that sad?)
Their elvish obfuscation gives them 2 "Mirror Images",
for an excellent chance to no-sell two hits.
Combined with their 13 Defense Skill,
(or 19 against hits of under 28 power),
Vanherses can be impressive "dodge-tanking" thugs.
Vanjarl
440
19
2
Capital Only
air 22glamour 11blood 11holy 22rp 1313
Sacred
Stealthy (65)
Sailing (Max Size 5)
Skilled Rider (5)
Glamour
He tries to be the best at everything,
making him very expensive in the process.
Magically-speaking, he's able to do Holy Sabbaths
and otherwise-uncommon Glamour Sabbaths.
Thug-wise, he's a significantly better Vanherse.
Fay Horse Sacred
Poison Resistance (10)
Disease Resistance (100%)
Stealthy (65)
Smart Mount (100)
Animal
Glamour
True Sight
The Fay Horse has only one Mirror Image,
so he might get hit before his master.
(Probably not before the Vanherse,
but probably before the Vanjarl.)

Troops

Sprite Unit Name Special Attributes Comments
Huskarl
10
12
9
Commentary here.
Huskarl
10
12
9
Commentary here.
Archer
10
5
9
Commentary here.
Hirdman
12
20
14
Commentary here.
Hirdman
12
22
14
Commentary here.
Einhere
25
21
31
Ambidextrous (1)
Berserker (+5)
Commentary here.
Skinshifter
25
7
36
Regeneration (10%)
Forest Survival
Wounded Shape (Werewolf)
Commentary here.
Werewolf Regeneration (10%)
Forest Survival
Natural Shape (Skinshifter)
Commentary here.
Van
60
17
46
Capital Only
Sacred
Stealthy (65)
Skilled Rider (3)
Glamour
Commentary here.
Fay Horse Sacred
Poison Resistance (10)
Disease Resistance (100%)
Stealthy (65)
Smart Mount (100)
Animal
Glamour
True Sight
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Farbaute - Einhere Ambidextrous (3)
Berserker (+8)
Commentary here.
Vanlade - Vanadrott
Earliest Arrival Turn (10)
air 33death 22glamour 22blood 22holy 22rp 2323
Sacred
Shock Resistance (5)
Stealthy (65)
Inspirational (1)
Sailing (Max Size 5)
Skilled Rider (5)
Glamour
Commentary here.
Fay Horse Sacred
Poison Resistance (10)
Disease Resistance (100%)
Stealthy (65)
Smart Mount (100)
Animal
Glamour
True Sight
Commentary here.

National Spells

Summons

Combat

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

Valkyrie x 7
Sacred
Stealthy (+40)
Glamour
Flying
Spirit Sight
Female
Summons flying, glamoured sacreds. These can be useful for pressuring back lines in combat, but they can't be scripted (since they are summoned), making them equally likely to divebomb the enemy's frontlines or middle ranks instead. Blessing them is also tricky, requiring either a delay in casting Divine Blessing or a particular grouping of your other Sacred troops for the standard Blessing.

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
Summons high strength blobs of hitpoints. Can work as evocation bait, as the bears have more HP than your troops and even lower MR, but otherwise unremarkable.
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 (20) (Draug)
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 or
fire 22air 44earth 33rp 2323 or
air 44earth 33nature 22rp 2323 or
air 44earth 33death 22rp 2323
Common Attributes:
Unique
Shock Resistance (22)
Darkvision (50%)
Master Smith (1)
Mountain Survival
Dwarf of the South has:
Master Smith (2)
Dwarf of the East has:
Supply Bonus (+20)
Master Smith (2)
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 them is to kill one of the dwarves.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

The Galderman has a 1 in 16 chance of earth 22, death 22, or blood 22.

Summon Dwarf of the Four Directions requires air 44earth 33, which a Galderman with the right boosters can get to. Easiest is probably a air 33earth 11 with one Air booster and two Earth boosters. The four dwarves each have air 44earth 33. One has fire 22, another water 22, and another nature 22. See above for the disadvantages of the summons.

Cross-Path Boosters

Staff of Elemental Mastery
air 22earth 22 Galderman (1 in 16) +

Fire

No native access. No simple summons.

Air

Highest Starting: air 33 Galderman (1 in 4). The hero, Vanlade - Vanadrott has air 33.

Water

No native access.

Summon Spectre
death 11 Galderman (7 in 16) +
Spectral Mage has a 7 in 16 chance of water 11.

Earth

Highest Starting: earth 11 Galderman (7 in 16), (1 in 16 of earth 22).

Pebble Skin Suit Unremovable
earth 11blood 11 Galderman (1 in 8) +

Blood Stone
earth 11blood 11 Galderman (1 in 8) +

Astral

Highest Starting: astral 22 Völva

Death

Highest Starting: death 11 Galderman (7 in 16), (1 in 16 of death 22).

Hidden Underneath in Cave
earth 11death 11 Galderman (1 in 8) +
Released Sage has 1 in 2 chance of death 22, 1 in 2 of death 33.

The Black Book of Secrets Unique
death 11blood 11 Galderman (1 in 8) +
death 22blood 22 The hero, Vanlade - Vanadrott

Nature

No native access.

Summon Gnome
earth 11glamour 11 Galderman (1 in 16) +
Gnome has nature 22

Glamour

Highest Starting: glamour 11 Vanherse, Vanjarl or Galderman (1 in 4)

Bind Succubus
glamour 11blood 11 Vanjarl +
Succubus has glamour 22.

Mirage Crystal
earth 11glamour 11 Galderman (1 in 16) +

Blood

Highest Starting: blood 11 Vanjarl or Galderman (7 in 16), (1 in 16 of blood 22).

The Black Book of Secrets Unique
death 11blood 11 Galderman (1 in 8) +
death 22blood 22 The hero, Vanlade - Vanadrott

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/midgard-la.txt · Last modified: 2024/07/12 19:15 by fenrir