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dom6:utgard-la

LA Utgård, Well of Urd

Lore

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

General Overview

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 Its human troops are quite average, if not outdated, and their only ranged weapons are javelins.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 (blood 33) 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 blood 33 mage is better at Blood Hunting than three blood 11 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.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
astral 33 (rare 4)
death 33 (rare 4)
blood 33
water 22
glamour 22 (rare 3)
nature 11 (rare 2)
holy 22
Heroes
astral 33death 44nature 11glamour 33
astral 33death 33nature 33glamour 33
astral 44death 33nature 11glamour 33
air 33water 33death 33holy 22 or
air 44water 22death 22holy 11
Giant Infantry
Human Infantry
Cold Resistance
Shock Vulnerability
Snow Move
Giant Forts

Capitol Gems: 2astralpearl1deathgem1glamourgem

Cold Limit + 1
Luck Limit + 1
Prefers Cold Scale + 1

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
35
4
1
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Jotun Scout
60
7
1

Stealthy (40)
Mountain Survival
Forest Survival
Commentary here.
Herse
55
22
1
Commentary here.
Jotun Herse
105
41
1

Sacred
Commentary here.
Gode
65
11
1
holy 11
Sacred
Commentary here.
Jotun Gode
150
19
2
holy 22
Sacred

Forest Survival
Commentary here.
Jotun Jarl
180
41
1
holy 11
Sacred

Prophet Shape (Jotun Jarl)
Commentary here.
Seithkona
120
1
2
astral 11death 11glamour 11rp 1111
Fortune Teller (5%)
Commentary here.
Jotun Skratti
310
3
4
water 11blood 22random1100%rp 1313

Forest Survival
Shape Changer (Jotun Werewolf, -1 to all paths)
Commentary here.
Jotun Werewolf blood 11random1100%rp 1111

Regeneration (10%)
Blood Searcher (+1)
Pathboost (-1 to All)
Forest Survival
Shape Changer (Jotun Wolf, -2 to all paths)
Skrattir with 3 in a path will have 2 as a werewolf.
Jotun Wolf random1100%

Regeneration (10%)
Stealthy (40)
Pathboost (-2 to All)
Animal
Forest Survival
Shape Changer (Jotun Skratti)
Skrattir with 3 in a path will have 1 as a wolf.
Norna
295
1
4
Capital Only
astral 22death 22glamour 11random1100%
10%
rp 1717
Fortune Teller (20%)
Old Age (330/200)
Death Curse
Spirit Sight
Female
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Huskarl
10
12
9
Commentary here.
Huskarl
10
12
9
Commentary here.
Human Godihuskarl
10
20
9
Commentary here.
Human Godihuskarl
10
20
9
Commentary here.
Human Hirdman
13
22
16
Commentary here.
Jotun Bondi
20
15
11
Commentary here.
Jotun Javelinist
30
17
17
Commentary here.
Jotun Spearman
30
39
17
Commentary here.
Jotun Axeman
30
39
17
Commentary here.
Jotun Hurler
30
11
17

Siege Bonus (5)
Commentary here.
Jotun Huskarl
35
21
20

Bodyguard (1)
Commentary here.
Godihuskarl
40
31
24

Bodyguard (1)
Commentary here.
Jotun Hirdman
50
41
31

Bodyguard (1)
Commentary here.
Garmhirding
55
9
28
Capital Only
Sacred

Berserker (2)
Forest Survival
Commentary here.

Heroes

Image Unit Name Special Attributes Comments
Urd - Norna of the Past
Earliest Arrival Turn (10)
astral 33death 44nature 11glamour 33rp 2727
Supply Bonus (10)
Fortune Teller (30%)
Old Age (660/600)
Death Curse
Spirit Sight
Female
Commentary here.
Verdandi - Norna of the Present
Earliest Arrival Turn (10)
astral 33death 33nature 33glamour 33rp 2929
Poison Resistance (5)
Supply Bonus (30)
Fortune Teller (30%)
Death Curse
Spirit Sight
Female
Commentary here.
Skuld - Norna of the Future
Earliest Arrival Turn (10)
astral 44death 33nature 11glamour 33rp 2727
Supply Bonus (10)
Fortune Teller (30%)
Old Age (660/600)
Death Curse
Spirit Sight
Female
Commentary here.
Tjatse - Abductor
Earliest Arrival Turn (20)
air 33water 33death 33holy 22rp 2323
Sacred
Cold Resistance (30)
Chill Aura (21)
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 (Tjatse - Abductor)
Commentary here.

National Spells

Summons

Ritual

Summon Glosos
(Conjuration 3)
death 22 and 13deathgem

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

Path-Boosting

Bind Demon Lord has a chance of summoning a mage strong in any path except Water.

Multi-Path Booster

Ring of Sorcery
astral 33 Norna (1 in 5) +

Ring of Wizardry
astral 33 Norna (1 in 5) + Ring of Wizardry +

Fire

No national access.

Bind Heliophagus
blood 33 Jotun Skratti (1 in 4) +
There's a 1 in 4 chance of Amaimon - Heliophagus who has fire 44.

Air

No recruitable access. The hero, Tjatse - Abductor has air 33.

Ether Gate
astral 33death 22 Norna (1 in 5) +
Ether Lord has 1 in 4 chance of air 11.

Faerie Court in Cold
nature 11glamour 11 Norna (1 in 5) +
Queen of Winter has a 1 in 2 chance of air 22

Faerie Court not in Cold
nature 11glamour 11 Norna (1 in 5) +
Faery Queen has a 1 in 3 chance of air 22

Water

Highest Starting: water 22 Jotun Skratti (1 in 4). The hero, Tjatse - Abductor has water 33.

Streams from Hades
water 11death 11 Jotun Skratti (1 in 4) +
Naiad has water 33.

Earth

No national access.

Hidden in Snow in Mountains
water 11death 11 Jotun Skratti (1 in 4) +
water 33death 33 The hero, Tjatse - Abductor
Unfrozen Mage has a 7 in 8 chance of at least earth 11.

Faerie Court not in Cold
nature 11glamour 11 Norna (1 in 5) +
Faery Queen has a 1 in 3 chance of earth 22

Forest Troll Tribe
nature 11 Norna (1 in 5) +
nature 33 The hero, Verdandi - Norna of the Present
Troll Shaman has a 1 in 4 chance of earth 11.

Astral

Highest Starting: astral 33 Norna (1 in 5). The hero, Skuld - Norna of the Future, has astral 44.

The Oath Rod of Kurgi Unique
astral 22blood 11 Norna (1 in 5) +

Ether Gate
astral 33death 22 Norna (1 in 5) +
Ether Lord has astral 33, 1 in 4 chance of astral 44.

The Trapped Dreams of Hruvur Unique
astral 22glamour 22 Norna (1 in 5) +
astral 33glamour 33 The heroes, Urd - Norna of the Past or Verdandi - Norna of the Present +
astral 44glamour 33 The hero, Skuld - Norna of the Future +

The Void Sphere Unique
astral 22blood 11 Norna (1 in 5) +

Death

Highest Starting: death 33 Norna (1 in 5). The hero, Urd - Norna of the Past, has death 44.

The Black Book of Secrets Unique
death 22blood 11 Norna (1 in 5) +
death 11blood 22 Jotun Skratti (1 in 4) +

Bind Heliophagus
blood 33 Jotun Skratti (1 in 4) +
There's a 1 in 4 chance of Mabakiel - Heliophagus who has death 33 and 1 in 4 of Gorilon - Heliophagus who has death 44.

Nature

Highest Starting: nature 11 Norna (1 in 5). The hero, Verdandi - Norna of the Present has nature 33.

Streams from Hades
water 11death 11 Jotun Skratti (1 in 4) +
Naiad has nature 33.

Moonvine Bracelet
astral 22nature 11 Norna (1 in 5) +
astral 33nature 33 The hero, Verdandi - Norna of the Present

Glamour

Highest Starting: glamour 22 Norna (1 in 5). The heroes, Urd - Norna of the Past, Verdandi - Norna of the Present, and Skuld - Norna of the Future, have glamour 33.

The Trapped Dreams of Hruvur Unique
astral 22glamour 22 Norna (1 in 5) +
astral 33glamour 33 The heroes, Urd - Norna of the Past or Verdandi - Norna of the Present +
astral 44glamour 33 The hero, Skuld - Norna of the Future +

Blood

Highest Starting: blood 33 Jotun Skratti (1 in 4)

Tome of the Lower Planes Unique
astral 22blood 11 Norna (1 in 5) +

The Black Book of Secrets Unique
death 22blood 11 Norna (1 in 5) +
death 11blood 22 Jotun Skratti (1 in 4) +

The Oath Rod of Kurgi Unique
astral 22blood 11 Norna (1 in 5) +

Bind Heliophagus
blood 33 Jotun Skratti (1 in 4) +
There's a 1 in 4 of Mastema - Heliophagus has blood 44.

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/utgard-la.txt · Last modified: 2024/07/09 04:11 by johnnydown