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dom6:niefelheim-ea

EA Niefelheim, Sons of Winter

Lore

Niefelheim, the Land of Eternal Frost, was once the home of the frost giants. The Rimtursar, primordial giants of godlike powers, were the undisputed rulers of the world until a God of Thunder hunted and slew them. The giants of Jotunheim are the descendants of the Rimtursar. From the cold glaciers in Niefelheim, frost giants have emerged anew. These Niefel Giants are not nearly as powerful as their ancestors, but they are stronger by far than the giants of later ages. Giants are immensely strong and resilient, and the Jotuns are even stronger and tougher than other giant races. They are almost impervious to the cold of winter, but thunder and lightning still recognize their old quarry and the giants of the land greatly fear the wielders of lightning bolts. Niefelheim is ruled by several Jarls who rarely join forces. Gygjas, old and wicked hags, serve the Niefel giants with sorcerous advice. The people of Niefelheim prefer to live in very cold provinces. The icy winds of Niefelheim cause the cold climate to expand beyond the Dominion of the Pretender God.

"[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

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
water 44 (Rare 5)
death 33 (Rare 4)
blood 33
glamour 22 (Rare 3)
astral 11 (Rare 2)
nature 11 (Rare 2)
holy 22
Hero
astral 33death 33nature 22glamour 33blood 33
air 33water 33death 33holy 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
Cold Resistance
Shock Vulnerability
Snow Move
Giant Forts
Forts reduce cold scale deaths by 2 steps

Capitol Gems: 4watergem2deathgem

Cold Limit + 2
Prefers Cold Scale + 3

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.

National Units

Commanders

Image Unit Name Special Attributes Comments
Jotun Scout
60
7
1

Stealthy (40)
Mountain Survival
Forest Survival
Commentary here.
Jotun Herse
105
35
1

Sacred
Commentary here.
Jotun Gode
150
19
2
holy 22
Sacred

Forest Survival
Commentary here.
Jotun Jarl
180
35
1
holy 11
Sacred
Commentary here.
Gygja
300
3
2
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.
Jotun Skratti
485
3
4
water 22blood 22holy 11random1100%rp 1515
Sacred

Forest Survival
Shape Changer (Jotun Werewolf)
Commentary here.
Jotun Werewolf water 11blood 11holy 11random1100%rp 1111
Sacred

Regeneration (10%)
Blood Searcher (+1)
Forest Survival
Shape Changer (Jotun Wolf)
Skrattier with 3 in a path will have 2 as a werewolf.
Jotun Wolf Sacred

Regeneration (10%)
Stealthy (40)
Animal
Forest Survival
Shape Changer (Jotun Skratti)
Skrattir with 3 in a path will have 1 as a wolf.
Niefel Jarl
715
49
4
Capital Only
Holy Points x 2
water 33death 22holy 22random1100%
10%
rp 1717
Sacred
Cold Resistance (30)
Shock Vulnerability (5)
Cold Recruit (1)
Chill Aura (18)
Ice Protection (3)
Cold Power (1)
Snow Move
Commentary here.

Troops

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.
Niefel Giant
140
22
4
Capital Only
Holy Points x 2
Sacred
Cold Resistance (25)
Shock Vulnerability (5)
Cold Recruit (1)
Chill Aura (10)
Ice Protection (2)
Cold Power (1)
Snow Move
Commentary here.

Heroes

Image Unit Name Special Attributes Comments
Angerboda - Great Hag
Earliest Arrival Turn (20)
astral 33death 33nature 22glamour 33blood 33rp 3333

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)
air 33water 33death 33holy 22rp 2323
Sacred
Cold Resistance (30)
Chill Aura (21)
Ice Protection (3)
Cold Power (1)
Snow Move
Shape Changer (Great Eagle)
Commentary here.
Great Eagle air 44water 22death 22holy 11rp 2121
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.

National Spells

Summons

Ritual

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 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.
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 Rimvaettir
(Conjuration 5)
water 22 and 5watergem

Rimvaetti x 5+
Cold Resistance (25)
Stealthy (+40)
Chill Aura (2)
Cold Power (1)
Forest Survival
Snow Move
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.

Other Spells

Ritual

  • Seith Curse (Thaumaturgy 5)
    astral 11death 11 and 3deathgem
    Commentary here.
  • Illwinter (Blood 6)
    water 33blood 55 and 120bloodslave
    Commentary here.

Magic Access

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

Fire

No native access. blood 55 can Bind Heliophagus for 1 in 4 fire 44.

blood 88 can Bind Demon Lord for 2 in 6 of at least fire 44.

Air

No native access except for the hero, Tjatse - Abductor, who, in his Great Eagle form, has air 44.

water 55death 33 can cast Ghost Ship Armada for a 1 in 3 chance of air 22.

astral 44death 11 can cast Ether Gate for a 1 in 4 chance of air 11.

nature 11glamour 44 can cast Faerie Court not in Cold for a 1 in 3 air 11 and in Cold for a 1 in 2 air 11.

blood 88 can Bind Demon Lord for 1 in 6 of air 55.

Water

water 44 Niefel Jarl (1 in 3) is the strongest recruitable Water mage available.

Earth

No native access. water 33death 11 can cast Hidden in the Snow for a ~7 in 8 chance of earth 11.

nature 11glamour 44 can cast Faerie Court not in Cold for a 1 in 3 earth 11 and in Cold for a 1 in 2 earth 11.

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

nature 55 can cast Awaken Treelord for a 1 in 3 stationary earth 11.

blood 88 can Bind Demon Lord for 1 in 6 of earth 44.

Astral

Gygja astral 22 has ~1 in 25 chance, astral 11 has ~9 in 25 chance. The astral 22 Gygja can create a Starshine Skullcap, and, with Blood boosters may be able to forge the unique The Oath Rod of Kurgi, and then the unique The Trapped Dreams of Hruvur. Missing any of the unique boosters or starting with an astral 11 Gygja will necessitate empowering.

The hero, Angerboda - Great Hag, has astral 33, can natively forge the unique The Oath Rod of Kurgi. With a Starshine Skullcap and a Gossamer Veil, both of which it can create itself, it can create the unique The Trapped Dreams of Hruvur.

blood 88 can Bind Demon Lord for 1 in 6 astral 44.

Death

Increasing Death requires luck when it comes to Gygjas. Although, a death 33 Niefel Jarl (1 in 3) is much more likely to occur than a death 33 Gygja (~1 in 25), and so is the one to use to actually climb the path, the Gygja has useful crosspaths while the Niefel Jarl doesn't. The Gygja only requires death 22blood 22 (~2 in 25) for the unique The Black Book of Secrets. A Death booster is easier to get than a Blood booster.

The hero, Angerboda - Great Hag, removes the luck and empowerments required to climb Death.

Nature

nature 22 Gygja (~1 in 25) or nature 11 (~9 in 25) is the only Nature recruitable. With Blood boosters, it can create an Armor of Twisting Thorns. With a nature 11astral 11 Gygja (1 in 25) and two Nature boosters, (Thistle Mace and another Armor of Twisting Thorns), it can create a Moonvine Bracelet. Nature is a difficult climb.

The hero, Angerboda - Great Hag, can forge many of the Nature boosters natively. They aren't even unique.

blood 88 can Bind Demon Lord for 1 in 6 of nature 44.

Glamour

glamour 33 Gygja (~1 in 25) can start the climb, but still needs a level of empowerment to get the unique Tome of Legends. Getting the unique The Trapped Dreams of Hruvur, a glamour 22astral 11 Gygja (~1 in 25) will need both a Gossamer Veil, The Trapped Dreams of Hruvur, and three Astral boosters.

The hero, Angerboda - Great Hag, can forge both a Gossamer Veil and a Starshine Skullcap, which allows it to possibly create the unique The Trapped Dreams of Hruvur. This gets it to glamour 55 and creating the unique Tome of Legends.

blood 88 can Bind Demon Lord for 3 in 6 of at least glamour 44.

Blood

blood 33 Jotun Skratti (1 in 4) starts at the key level, which makes the climb easy. A Gygja with the right crosspaths can help make the other Blood boosters.

The hero, Angerboda - Great Hag, also starts at blood 33 and also has the crosspaths to make the other Blood boosters.

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/niefelheim-ea.txt · Last modified: 2024/07/08 23:33 by johnnydown