Utgård is a land of bitter winters and cool summers. It was once Jotunheim, the home of giants. But with the coming of man, the giant population has dwindled. After man ventured to the icy lands of Jotunheim, the giants of Jotun discovered the humans to be resourceful allies. With the Awakening God, all grudges have been cast aside and men and giants fight side by side. The alliance with the humans has estranged the Gygjas and their Vaetti servants, who no longer aid the giants. Instead, human seeresses have become influential. In the heart of Utgård lies the magical Well of Urd where the Norns gather and divine the future of the world. The giants of Utgård are immensely strong and resilient. They are born in the cold and do not suffer from cold climates. The people of Utgård prefer to live in cool provinces.
"[Utgård] 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
Utgård is a Giant nation with a very large human component. Compared to Jotunheim (the Middle-Age version of Utgård) it has lost much of its Blood Magic, and some of its Water Magic, in exchange for better access to Astral. Its human troops are quite average, if not outdated, and their only ranged weapons are javelins. Its Giant troops are very strong, though a little under-armored, and the Sacred Garmhirdings are some of the most powerful melee attackers in the game for their individual strikes.
Utgård has great Blood Mages (3) that can be recruited from any fort, but it lacks the "cheap" Blood Mages that other Late Blood nations use to rush their Blood Slave and Demon buildup. If it's any consolation, one
3 mage is better at Blood Hunting than three
1 mages. Utgård's human mages are geared towards Astral Communion, well-aligned for using them to bolster Death and Glamour spells, but they don't have the necessary paths to lay Shock Resistance on the Jotuns or themselves.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Heroes ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Giant Infantry Human Infantry | ![]() ![]() ![]() | ![]() |
Capitol Gems: 21
1
Cold Limit + 1
Luck Limit + 1
Prefers Cold Scale + 1
:
Cold Resistance (15),
Shock Vulnerability (5),
Snow Move
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Scout ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Scout ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Herse ![]() ![]() ![]() | Commentary here. | |
![]() | Jotun Herse ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Gode ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Jotun Gode ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Jarl ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Seithkona ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Skratti ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Werewolf | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pathboost (-1 to All) ![]() ![]() | Skrattir with 3 in a path will have 2 as a werewolf. |
![]() | Jotun Wolf | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pathboost (-2 to All) ![]() ![]() ![]() | Skrattir with 3 in a path will have 1 as a wolf. |
![]() | Norna ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Huskarl ![]() ![]() ![]() | Commentary here. | |
![]() | Huskarl ![]() ![]() ![]() | Commentary here. | |
![]() | Human Godihuskarl ![]() ![]() ![]() | Commentary here. | |
![]() | Human Godihuskarl ![]() ![]() ![]() | Commentary here. | |
![]() | Human Hirdman ![]() ![]() ![]() | Commentary here. | |
![]() | Jotun Bondi ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Jotun Javelinist ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Jotun Spearman ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Jotun Axeman ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Jotun Hurler ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Jotun Huskarl ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Godihuskarl ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Jotun Hirdman ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Garmhirding ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Urd - Norna of the Past Earliest Arrival Turn (10) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Verdandi - Norna of the Present Earliest Arrival Turn (10) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Skuld - Norna of the Future Earliest Arrival Turn (10) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Tjatse - Abductor Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Great Eagle | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Glosos (Conjuration 3) ![]() ![]() | ![]() Gloso x 9 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sloth of Bears (Conjuration 3) ![]() ![]() | ![]() Great Bear x 15+ | ![]() ![]() ![]() ![]() | 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) ![]() ![]() | ![]() Jotun Draug x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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: ![]() ![]() ![]() ![]() ![]() Dwarf of the South has: ![]() Dwarf of the East has: ![]() ![]() | 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 them is to kill one of the dwarves. |
Bind Demon Lord has a chance of summoning a mage strong in any path except Water.
Ring of Sorcery
3 Norna (1 in 5) +
Ring of Wizardry
3 Norna (1 in 5) + Ring of Wizardry +
No national access.
Bind Heliophagus
3 Jotun Skratti (1 in 4) +
There's a 1 in 4 chance of Amaimon - Heliophagus who has 4.
No recruitable access. The hero, Tjatse - Abductor has 3.
Ether Gate
3
2 Norna (1 in 5) +
Ether Lord has 1 in 4 chance of 1.
Faerie Court in Cold
1
1 Norna (1 in 5) +
Queen of Winter has a 1 in 2 chance of 2
Faerie Court not in Cold
1
1 Norna (1 in 5) +
Faery Queen has a 1 in 3 chance of 2
Highest Starting: 2 Jotun Skratti (1 in 4). The hero, Tjatse - Abductor has
3.
Streams from Hades
1
1 Jotun Skratti (1 in 4) +
Naiad has 3.
No national access.
Hidden in Snow in Mountains
1
1 Jotun Skratti (1 in 4) +
3
3 The hero, Tjatse - Abductor
Unfrozen Mage has a 7 in 8 chance of at least 1.
Faerie Court not in Cold
1
1 Norna (1 in 5) +
Faery Queen has a 1 in 3 chance of 2
Forest Troll Tribe
1 Norna (1 in 5) +
3 The hero, Verdandi - Norna of the Present
Troll Shaman has a 1 in 4 chance of 1.
Highest Starting: 3 Norna (1 in 5). The hero, Skuld - Norna of the Future, has
4.
The Oath Rod of Kurgi Unique
2
1 Norna (1 in 5) +
Ether Gate
3
2 Norna (1 in 5) +
Ether Lord has 3, 1 in 4 chance of
4.
The Trapped Dreams of Hruvur Unique
2
2 Norna (1 in 5) +
3
3 The heroes, Urd - Norna of the Past or Verdandi - Norna of the Present +
4
3 The hero, Skuld - Norna of the Future +
The Void Sphere Unique
2
1 Norna (1 in 5) +
Highest Starting: 3 Norna (1 in 5). The hero, Urd - Norna of the Past, has
4.
The Black Book of Secrets Unique
2
1 Norna (1 in 5) +
1
2 Jotun Skratti (1 in 4) +
Bind Heliophagus
3 Jotun Skratti (1 in 4) +
There's a 1 in 4 chance of Mabakiel - Heliophagus who has 3 and 1 in 4 of Gorilon - Heliophagus who has
4.
Highest Starting: 1 Norna (1 in 5). The hero, Verdandi - Norna of the Present has
3.
Streams from Hades
1
1 Jotun Skratti (1 in 4) +
Naiad has 3.
Moonvine Bracelet
2
1 Norna (1 in 5) +
3
3 The hero, Verdandi - Norna of the Present
Highest Starting: 2 Norna (1 in 5). The heroes, Urd - Norna of the Past, Verdandi - Norna of the Present, and Skuld - Norna of the Future, have
3.
The Trapped Dreams of Hruvur Unique
2
2 Norna (1 in 5) +
3
3 The heroes, Urd - Norna of the Past or Verdandi - Norna of the Present +
4
3 The hero, Skuld - Norna of the Future +
Highest Starting: 3 Jotun Skratti (1 in 4)
Tome of the Lower Planes Unique
2
1 Norna (1 in 5) +
The Black Book of Secrets Unique
2
1 Norna (1 in 5) +
1
2 Jotun Skratti (1 in 4) +
The Oath Rod of Kurgi Unique
2
1 Norna (1 in 5) +
Bind Heliophagus
3 Jotun Skratti (1 in 4) +
There's a 1 in 4 of Mastema - Heliophagus has 4.
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.