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dom6:muspelheim-ea

EA Muspelheim, Sons of Fire

Lore

Far away in the frozen lands of the jotuns lies a vast valley of fire and ash. This is Muspelheim, a gloomy land lit by streams of lava. The acrid air is thick with soot and glowing embers, and the skies are dark and covered in clouds of smoke and sulfur. From the fires of Muspelheim primordial giants once emerged and now their descendants make the valley of fire and ash their home. The muspel giants have allied themselves with jotuns of the surrounding lands and most of the population is of jotun stock, but in the ashen fields of Muspelheim descendants of the first fire giants still live. The jotuns in general prefer cold climates, but the jotuns in Muspelheim are resistant to fire and do not suffer from the extreme heat of their ancestral home.

"[Muspelheim] 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.

Muspelheim was added in Dominions 6. I've wanted to make the nation for a long time, but haven't had the tools or inspiration to finish the nation. I wanted to convey the idea presented in the creation of the world in norse myth, with the flames and heat from Muspelheim meeting the frost and ice of Niefelheim. In Dominions 6 new mechanics were added that allows a nation to prefer cold lands, while the capital is exempt from the effects of severe heat. Thus I could make Muspelheim a land of ash and flames ruled by fire giants, surrounded by icy lands inhabited by jotun giants." -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
fire 44 (Rare 5)
air 22 (Rare 3)
death 22 (Rare 3)
blood 22 (Rare 3)
glamour 22 (Rare 3)
astral 11 (Rare 2)
nature 11 (Rare 2)
holy 22
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
Fire Resistance
Cold Resistance
Shock Vulnerability
Snow Move
Giant Forts
Capital Forts reduce Heat scale deaths by 2 steps
Other Forts reduce cold scale deaths by 1 steps

Capitol Gems: 3firegem1airgem1watergem1deathgem

Cold Limit + 1
Prefers Cold Scale + 2
Home Province Prefers Heat Scale + 3

The Rift of Surtr: Increases heat in the capitol by a maximum of Seven.

The Gygjor (plural for Gygjas) get two 100% randoms and one 10% random, each with the same paths (). Thus, each of those Mages has a 42% chance of having at least glamour 22, a 7.03135%? chance of having glamour 33, and a 0.15625%? (1/640) chance of having glamour 44. Gygjas can also get death 33 or blood 33, but the former is more common on Muspel Jarls (who have a 16/45 chance of death 33 and a 1/90 chance of death 44). On the other hand, air 11, astral 11, and nature 11 are not guaranteed on any of your mages.

Most residents outside Muspelheim Proper are Jotunar, 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 Jotunar of Muspelheim Proper, not given a specific name (though the females are Muspeldottirs), are fairly similar to the Jotunar of the outlying provinces. They are soot Giants; they have -5 Shock Resistance like all Jotunar, but they possess 15 Fire Resistance and Wasteland Survival instead of the snow Giants' cold resistance. Compared to the snow Jotunar, the soot Jotunar generally have 1 fewer HP and 2 less Strength, but 1 additional point in Attack Skill & Defence Skill.

The Muspel ("world-destroying") Giants are Size 9 beings, similar to titans but not quite as resilient. They are fire Giants, and they're far more capable in heavy Heat scales due to their Fire Power. Such is their affinity for fire that they're surrounded by a Heat Aura. Lastly, they have 25 Fire Resistance, and ignore Snow & Wastes. However, the Jotunar's unfortunate -5 Shock Resistance applies to the fire Giants too, since the two families share a common ancestor.

National Units

Commanders

Image Unit Name Special Attributes Comments
Jotun Scout
Gold 60
7
1
No Capital Recruit

Stealthy (40)
Mountain Survival
Forest Survival
Commentary here.
Jotun Herse
Gold 105
35
1
No Capital Recruit

Sacred
Commentary here.
Jotun Gode
150
19
2
No Capital Recruit
holy 22
Sacred

Forest Survival
Commentary here.
Jotun Jarl
Gold 180
35
1
No Capital Recruit
holy 11
Sacred
Commentary here.
Muspeldottir
230
3
2
fire 11air 11death 11random1100%rp 1313

Fortune Teller (10%)
Old Age (330/200)
Death Curse
Wasteland Survival
Female
Lich Shape (Lich Hag)
Commentary here.
Gygja
285
3
2
No Capital Recruit
death 11glamour 11blood 11random2100%
100%
10%
rp 1515

Fortune Teller (10%)
Old Age (330/200)
Death Curse
Forest Survival
Female
Lich Shape (Lich Hag)
Commentary here.
Muspel Herse
Gold 180
35
1
Capital Only

Sacred
Commentary here.
Muspel Gode
260
19
2
Capital Only
fire 11holy 11random1100% rp 99
Sacred

Forest Survival
Commentary here.
Muspelgygja
355
3
2
Capital Only
fire 22air 11random2100%
100%
10%
rp 1515

Fortune Teller (10%)
Old Age (330/200)
Death Curse
Wasteland Survival
Female
Lich Shape (Lich Hag)
Commentary here.
Muspel Jarl
695
28
4
Capital Only
Holy Points x 2
fire 33air 11death 11holy 22random1100%
10%
rp 1717
Sacred
Fire Resistance (30)
Shock Vulnerability (5)
Heat Aura (15)
Fire Power (1)
Snow Move
Wasteland Survival
Commentary here.

Troops

Image Unit Name Special Attributes Comments
Jotun Bondi
20
15
11
No Capital Recruit
Commentary here.
Jotun Warrior
30
15
17
No Capital Recruit
Commentary here.
Jotun Warrior
30
17
17
No Capital Recruit
Commentary here.
Jotun Hurler
30
11
17
No Capital Recruit

Siege Bonus (+5)
Commentary here.
Jotun Huskarl
35
21
20
No Capital Recruit

Bodyguard (1)
Commentary here.
Godihuskarl
40
25
24
No Capital Recruit

Bodyguard (1)
Commentary here.
Muspel Huskarl
40
25
24
Capital Only

Bodyguard (1)
Commentary here.
Jotun Hirdman
50
33
31
No Capital Recruit

Bodyguard (1)
Commentary here.
Muspel Hirdman
50
33
31
Capital Only

Bodyguard (1)
Commentary here.
Muspel Giant
140
40
39
Capital Only
Holy Points x 2
Sacred
Fire Resistance (25)
Shock Vulnerability (5)
heat Aura (8)
Fire Power (1)
Snow Move
Bodyguard (1)
Commentary here.

National Spells

Summons

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
Commentary here.
Summon Glosos
(Conjuration 3)
death 22 and 10deathgem

Gloso x 9
Sacred
Fire Resistance (25)
Darkvision (100%)
Stealthy (50)
Heat Aura (3)
Animal
Trample
Forest Survival
Snow Move
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 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.

Magic Access

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

blood 88 can Bind Demon Lord. While most reliable at getting Death and Glamour, the demons it summons may be strong in any path except for Water and, (unnecessarily,) Blood.

Fire

fire 44 Muspel Jarl (1 in 3), with death 11, makes it easy to climb Fire.

Air

The Muspelgygja has a (1 in 25) chance at air 22 and astral 11. It needs air 22astral 22 for the unique Tome of High Power. With an Astral booster from an astral 22 Gygja (1 in 25) or Muspelgygja (1 in 25). Without it, more empowerment is necesary.

Water

No native access. death 22nature 55 for Contact Lamia Queen and a 7 in 16 water 11.

death 33 for Summon Spectre and a 7 in 16 at least water 11.

nature 11glamour 44 for Faerie Court not in cold with 1 in 3 water 11 and, in cold, certain water 33.

Earth

No native access. fire 44air 55 can create The Magic Lamp for Al Khazim - Jinn who has earth 33.

fire 55 can cast King of Elemental Fire for a 1 in 2 chance of earth 11.

nature 11glamour 44 for Faerie Court not in cold with 1 in 3 earth 11 and, in cold, 1 in 2 earth 11.

nature 33 for Forest Troll Tribe and a 1 in 4 earth 11.

nature 55 for Awaken Treelord and 1 in 3 earth 11.

Astral

With the useful crosspaths for Astral in the same Random paths as the Astral itself, getting any booster that requires a crosspath is tricky. Just getting astral 22 is a 1 in 25 chance for the Gygjas and the MuspelGygjas.

Death

death 33 Gygja (1 in 25) still requires two boosters to get to death 55. The Skull Staff is easy, of course, but the only other one reachable is the unique The Black Book of Secrets, which requires death 22blood 22.

If a death 22 Gygja (9 in 25) is the strongest available, with a Skull Staff it can still Summon Mound Fiend, which has death 33.

While possible, it is difficult to get Abominable Arms. They are useful for holding multiple Death booster staves.

Nature

nature 22 Gygja (1 in 25) can create a Thistle Mace. Getting to nature 22blood 33 for Armor of Twisting Thorns requires boosters. (The Blood boosters require a blood 33 Gygja (1 in 25).) Getting to nature 33astral 11 for the Moonvine Bracelet also requires a (1 in 25) Gygja astral 11nature 11.

While possible, it is difficult to get Abominable Arms. They are useful for holding multiple Nature booster staves.

Glamour

glamour 33 Gygja (1 in 25) can make a Gossamer Veil. The other Glamour boosters EA Muspelheim has the crosspaths for also require more than just a Gossamer Veil to get to. So, empowerment is required to get to glamour 55 for an attempt at the unique Tome of Legends.

Blood

blood 33 Gygja (1 in 25) can start up the path of Blood. With boosters. Gygja potentially have the crosspaths to get the other unique Blood boosters but most likely require boosters to get there.

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/muspelheim-ea.txt · Last modified: 2024/04/11 04:32 by johnnydown