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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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() | Giant Infantry and Skinshifters Niefel Giants | ![]() ![]() ![]() ![]() | ![]() Capital Forts reduce ![]() Other Forts reduce ![]() |
Capitol Gems: 31
1
1
Cold Limit + 1
Prefers Cold Scale + 2
Home Province Prefers
Heat Scale + 3
(Capitalt sites…)
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
2, a 7.03135%? chance of having
3, and a 0.15625%? (1/640) chance of having
4. Gygjas can also get
3 or
3, but the former is more common on Nuspel Jarls (who have a 16/45 chance of
3 and a 1/90 chance of
4). On the other hand,
1 and
1,
1 are not guaranteed on any of your mages.
Most residents of Niefelheim 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 Niefel (frost) Giants are Size 9 beings, similar to titans but not quite as resilient. They cannot be hired where it's not
Cold, and they're far more capable in heavy Cold scales due to their
Ice Protection and
Cold Power. Such is their affinity for ice that they're surrounded by a
Chill Aura. Lastly, they have
25 Cold Resistance and ignore
Snow. However, the Jotunar's unfortunate
-5 Shock Resistance applies to the frost Giants too, since the two families share a common ancestor.
:
Cold Resistance (15),
Shock Vulnerability (5),
Snow Move
:
Fire Resistance (15),
Shock Vulnerability (5),
Snow Move,
Wasteland Survival
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Jotun Scout ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Herse ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Muspel Herse ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Jotun Gode ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Muspel Gode ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Jarl ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Gygja ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female Lich Shape (Lich Hag) | Commentary here. |
![]() | Muspeldottir ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female Lich Shape (Lich Hag) | Commentary here. |
![]() | Muspelgygja ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female Lich Shape (Lich Hag) | Commentary here. |
![]() | Muspel Jarl ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Jotun Bondi ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Jotun Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Jotun Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Jotun Hurler ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Jotun Huskarl ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Muspel Huskarl ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Godihuskarl ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Jotun Hirdman ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Muspel Hirdman ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Muspel Giant ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Sloth of Bears (Conjuration 3) ![]() ![]() | ![]() Great Bear x 15+ | ![]() ![]() ![]() ![]() | Commentary here. |
Awaken Jotun Draugar (Conjuration 4) ![]() ![]() | ![]() Jotun Draug x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Jotun Draug | Replace: ![]() | Commentary here. | |
Brood of Garm (Conjuration 4) ![]() ![]() | ![]() Jotun Wolf x 5 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Wolf | Commentary here. |
Summon Dwarf of the Four Directions (Conjuration 8) ![]() ![]() ![]() | ![]() Dwarf of the North or Dwarf of the South or Dwarf of the East or Dwarf of the West | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Common Attributes: ![]() ![]() ![]() ![]() ![]() | Summons one of the four Dwarves of the Four Directions, powerful mages who have significant combat, ritual-casting and forging capabilities (![]() ![]() ![]() ![]() ![]() ![]() ![]() 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: 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.