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dom6:nidavangr-ma

MA Nidavangr, "Bear, Wolf and Crow"

Lore

Nidavangr is a land of windswept moors and frozen mountains. This cold and inhospitable land once belonged to the Jotuns or perhaps the Vanir, but it was conquered and settled by strong and fierce men in ages past. Ever since they have fought bitter wars with the former inhabitants of the land. Centuries of war have tempered the will and the ways of the Nidings of Nidavangr. Men as well as women are taught to fight at an early age and failure to survive combat or the harsh climate is more prevalent than dying from disease or old age. To most Nidings, death in a bed is a failure of life as a whole. Nidavangr is composed of three clans, named after their totemic animals, the Bear, the Wolf and the Crow. The warriors of the clans adopt the battle tactics of their totem. The clans are ruled by Jarls, but it is the Seithberenders, the clan shamans, who are the true masters of Nidavangr and the ones who perform the Nidalögning, Nidbath, on the sacred warriors of the Jarldom. The Nidbathed are ghastly warriors who are not even stopped by death. Should a Nidbathed be killed he rises again, and continues to fight, for he has several lives. Out of necessity, the perpetual conflict with the Vanir has made the Nidings search for ways to avoid the effects of glamour in their lands. And so the Awakening God taught the clan shamans the art of seith and how to scry their lands for that which cannot be seen.

"Nidavangr is a nation based on three main sources. Two of them are derivatives of rpg settings of mine. The first setting was a land inhabited by barbarians divided into seven clans named after their totemic animals. At the center of this land was a kettle hole at which unholy rites were performed to create Nidlögade, warriors with several lives, which together with their raven clan shamans served as the final antagonists of the campaign. I reused and reworked the totemic tribes for my current pathfinder campaign. In this setting there are only three clans: wolf, bear and raven. The shape shifting seithberenders of Nidavangr closely resemble the clan druids of that campaign. Nidavangr is a mix of these two settings with some added mood of the novel Midnight Tides of the Malazan Book of the Fallen. My impressions of the frozen waste and the undying Rhulad have trickled into Nidavangr and the Nidbathed, but I can't say for sure how much of the mood you would recognize. Finally Nidavangr was set in a Dominions context with jotuns and vanir as ancestral enemies of the clans." -Illwinter

General Overview

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

Born in a land that once belonged to the Joton or Vanir, The nation is a love child of Rus's shapeshifting shamans and berserkers, Ulmish raiding tactics and (improved) ubiquity, and plundered and modified Helheim death magic, despite Nidvangr having no confirmed lore origins from any of those nations.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
astral 33 (uncommon 4, rare 5)
death 33 (uncommon 4, rare 5)
air 22 (uncommon 3, rare 4)
water 22
nature 22
earth 11
blood 11 (uncommon 2, rare 3)
holy 11
Hero
earth 22nature 33holy 11
water 22death 33nature 22holy 11
air 22astral 33death 44holy 11
Barbarians
stealthy raiding infantry
berserking infantry
semi-immortal sacreds
Cold Resistance
Snow Move
Skirmisher
Ambidextrous
Stealthy
Mountain Survival
Forest Survival
Shapechanger
Cub-Mother
Standard Forts
Temples cost 300Gold

Capitol Gems: 1airgem1astralpearl3deathgem

National Special Features

Turmoil Limit + 1
Cold Limit + 1

Prefers Cold Scale + 2

Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion.

Scry: Arcoscephale will scry on all provinces under its dominion. This scrying is very accurate and will also reveal enemy units using the glamour ability to hide. The information gained from this will also be available to disciple players.

scar souls: The scar souls of their sacred unit and one sacred commander are determined through the dominion score of the province they are created in on that turn. After that, every time they die, they lose one of those scar souls, never to be regained. You can see how many scar souls your units have by holding 'Tab' in the army management screen.

Regardless of the pretender's dominion score chosen at the start of the game, you can choose a prophet and preach your capital's dominion up to 7, giving the Nidbathed 3 scar souls when recruited while Nidhere get the full 7.

The Nidings of Nidavangr are somewhat-barbaric humans of Size 3 (three units to a square). They come in three clans: the fervently defensive Bear Clan, the plundering Wolf Clan, and the attentive Crow Clan. Their society lives in an icy hell of sorts, giving them 5 Cold Resistance and inuring them to Mountains, Forests, and Snow. Most Nidings are especially eager to fight, having at least 11 HP and 11 Morale (unless they've dedicated themselves to the Shaman's life), and striding with a full 16 Map Movement while naked. These are just the baselines for the troops; many are better, in these areas or in others.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Crow Clan Scout
35
6
1
Non-fort Recruit Available
Stealthy (40) Commentary here.
Bear Clan Cub-Mother
35
16
1
Non-fort Recruit Available
Berserker (3)
Skirmisher
Cub-Mother
Female
Commentary here.
Nidherse
60
22
1
Non-fort Recruit Available
Stealthy (40)
pillager (5)
Commentary here.
Nidajarl
95
13
1
Commentary here.
Seithberender Apprentice
75
2
2
Non-fort Recruit Available
random1100% rp 55
Sacred
Commentary here.
Wolf Clan Seithberender
245
5
2
Non-fort Recruit Available
water 22nature 11holy 11rp 1111
Sacred
Supply Bonus (10)
Shapechanger (Wolf)
Commentary here.
Wolf Adds:
Stealthy (40)
Animal
Replaces:
Shapechanger (Wolf Clan Seithberender)
Bear Clan Seithberender
245
5
2
Non-fort Recruit Available
earth 11nature 22holy 11rp 1111
Sacred
Supply Bonus (20)
Shapechanger (Great Bear)
Commentary Here.
Great Bear Adds:
Animal
Crow Clan Seithberender
490
2
4
Capital Only
air 11astral 22death 22holy 11random2100%
100%
10%
rp 1919
Sacred
Shapechanger (Crow)
Commentary Here.
Crow Adds:
Stealthy (40)
Animal
Flying
Replaces:
Shapechanger (Crow Clan Seithberender)
Nidhere
170
12
2
Capital Only
holy 11
Sacred
Inspirational (+1)
Scar Souls (100%)
Commentary Here.

Troops

Sprite Unit Name Special Attributes Comments
Cub-Warrior
9
3
_
Non-fort Recruit Available
Skirmisher
undisciplined
Commentary here.
Crow Clan Archer
10
8
_
Non-fort Recruit Available
Stealthy (40) Commentary here.
Wolf Clan Reaver
11
14
_
Non-fort Recruit Available
Stealthy (40)
pillager (1)
Commentary here.
Bear Clan Warrior
12
16
_
Non-fort Recruit Available
Berserker (3)
Skirmisher
Undisciplined
Bad Formation Fighter (-2)
Commentary here.
Nidylva
14
12
_
Ambidextrous (1)
pillager (1)
Formation Fighter (2)
Female
Commentary here.
Nidbathed
45
12
_
Capital Only
Sacred
Scar Souls (50%)
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Seithmathr Wolf water 22death 33nature 22holy 11rp 1919
Sacred
Supply Bonus (20)
Summons in Battle (Skeletal Wolf)
Shapechanger (Wolf)
Commentary here.
Wolf Adds:
Stealthy (40)
Animal
Replaces:
Shapechanger (Seithmathr Wolf)
Seithmathr Bear earth 22nature 33holy 11rp 1515
Sacred
Poison Resistance (5)
Berserker (3)
Supply Bonus (30)
Shapechanger (Great Bear)
Commentary Here.
Great Bear Adds:
Animal
Seithmathr Crow air 22astral 33death 44holy 11rp 2323
Sacred
Shapechanger (Crow)
Commentary Here.
Crow Adds:
Stealthy (40)
Animal
Flying
Replaces:
Shapechanger (Seithmathr Crow)

National Spell

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.
Command 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.
Draug Same As Above
Shapechanger Above HP (25) (Draug)

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.

General

Elements

  • No fire magic
  • air 22 on some Crow Clan Seithberenders, and air 33 on a few (capital-only)
  • water 22 on Wolf Clan Seithberenders, and water 11 on one-in-five Apprentices
  • earth 11 on Bear Clan Seithberenders and one-in-five Apprentices

Sorcery

  • astral 33 on some Crow Clan Seithberenders and astral 44 on a few (capital-only), astral 11 on one-in-five Apprentices
  • death 33 on some Crow Clan Seithberenders and death 44 on a few (capital-only), death 11 on one-in-five Apprentices
  • nature 22 on Bear Clan Seithberenders, and nature 11 on one-in-five Apprentices
  • No glamour magic

Rites

  • blood 11 on some Crow Clan Siethberenders, and blood 22 on a few (capital-only)
  • holy 11 on Seithberenders

Boosting Details

Fire

Air

Water

Earth

Astral

Crow clan Seithberender uncommon random astral 44. Craft unique Tome of High Power, The Void Sphere, and The Oath Rod of Kurgi.

Death

Crow clan Seithberender uncommon random death 44 or the Seithmathr Crow. The Black Book of Secrets.

Nature

Bear Clan Seithberender has fix nature 22earth 11. but Wolf clan water 22nature 11 can Contact Naiad or Seithmathr Bear can make The Tome of Gaia. Enough for Awaken Treelord (1 in 3 is a nature 55 before the The Tome of Gaia.

Glamour

Blood

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/nidavangr-ma.txt · Last modified: 2024/04/18 20:59 by fenrir