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dom6:vaettiheim-la

LA Vaettiheim, Wolf Kin Jarldom

Lore

Vaettiheim is a land of bitter winters and cool summers. It is the home of the Vaettir, small and wicked goblins who once dwelled in the icy forests of Jotunheim. When the Jarls of Jotunheim sealed the alliance with humankind the remaining Gygjas and their Vaetti servants retreated to the wild woods. With the guidance of the few remaining Gygjas the Vaettir formed a nation of their own. Vaettiheim is a land of Vaettir and giants centered at the Iron Wood, the ancient home of the Jotun Gygjas. With the coming of the Awakening God the Vaetti Hags of earlier times have been more or less replaced by Vaetti Gygjas trained in the Iron Wood and the Vaettir have adopted the weapons and armaments used by Jotuns and humans.

"These are all nations 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." -Illwinter

General Overview

Vaettiheim is whatever the opposite of a Giant nation is, much like Piconye, Xibalba (which also has wings), and Shinuyama from the previous era. Its troops are easily busted and broken, but decently well-equipped and very cheap. Vaettir fit five-to-a-square, so they do rather well in frontline combat on a blow-for-blow basis. Dense formations like these are terrible against the vast majority of battlefield magic, but they also allow a friendly mage to buff many more fellas than their counterpart in other nations. Vaettiheim's two best troops are the Vaetti Berserker, who swings stronger than most Size-3 troops, and the Sacred Rimvaetti that greatly appreciates taking Cold3. The nation also has some Giant troops borrowed from Utgård.

Though Vaettiheim is a Cold nation with a Cold-empowered troop, it has very few troops and Commanders with Snow Move. Shuffling armies of regular Vaettir through the snow, or the unusual troops with normal Commanders, is very slow; and while the Vaettir are all Stealthy, the nation's logistical problems leave it just as vulnerable to surprise attacks as its neighbors. Vaettiheim's quickest troops are the Wolf Brothers, led by Commanders who both ride wolves, and the nation also has Mage-Priest-Wolf-Commanders who can summon small amonuts of wolves for free.

Vaettiheim is primarily a Forest nation. As long as it has Forests, it doesn't need to build forts to get much of what it needs. Vaettiheim even gets off-capital mages in forests, and its forest Labs are 50% cheaper than normal. These off-capital mages are also some of the cheapest in the entire game, allowing Vaettiheim to get a head-start over other nations in building their mage corps; not that they're very good mages, but they're definitely better than nothing.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
water 22
death 22 (rare 3)
glamour 22
blood 22 (rare 3)
astral 11 (rare 2)
nature 11 (rare 2)
holy 11
Hero
astral 33death 33nature 22glamour 33blood 33
Summons
air 44water 22earth 33
fire 22air 44earth 33
air 44earth 33nature 22
air 44earth 33death 22
(req. air 44earth 33)
water 33death 22holy 22random1100%
10%

(req. water 22blood 33)
Small Stealthy Vaettir
Wolf Riders
A Few Giants
Cold Resistance
Shock Vulnerability
Snow Move
Stealthy
Forest Survival
Giant Forts
Labs cost 300 in forests.

Capitol Gems: 1astralpearl1deathgem2naturegem

Cold Limit + 1
Prefers Cold Scale + 2

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Vaetti Herse
65
12
1
Forest Recruit

Pillager (2)
Skilled Rider (3)
Snow Move
Commentary here.
Wolf Stealthy (40)
Undisciplined
Animal
Mountain Survival
Forest Survival
Snow Move
Wolf
Commentary here.
Vaetti Jarl
70
14
1

Pillager (2)
Commentary here.
Vaetti Herse
145
7
2
nature 11holy 11rp 77
Sacred

Supply Bonus (10)
Beast Master (2)
Skilled Rider (2)
Snow Move
Summon Allies (Wolf x 2)
Commentary here.
Wolf See Above Commentary here.
Vaetti Gygja
265
3
2
water 11death 11glamour 11random1100%rp 1313
Sacred

Old Age (156/150)
Female
Commentary here.
Dimvaetti
140
8
1
Capital Only

Assassin (2)
Commentary here.
Jotun Gygja
405
3
2
Capital Only
death 11glamour 11blood 11holy 11random2100%
100%
10%
rp 1515
Sacred
Cold Resistance (15)
Shock Vulnerability (5)
Fortune Teller (10%)
Old Age (330/300)
Death Curse
Forest Survival
Snow Move
Female
Lich Shape (Lich Hag)
Commentary here.
Vaetti Hag
60
3
2
Non-Fort Forest Only
random1100%rp 55

Old Age (106/100)
Female
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Vaetti Archer
6
4
8
Forest Recruit
Commentary here.
Light Vaetti Infantry
7
5
9
Forest Recruit
Commentary here.
Vaetti Spearman
7
10
9
Commentary here.
Vaetti Crossbowman
7
10
9
Commentary here.
Light Vaetti Infantry
7
5
9
Forest Recruit
Commentary here.
Hirdvaetti
10
14
17

Bodyguard (1)
Commentary here.
Vaetti Berserker
12
10
23

Berserker (2)
Commentary here.
Wolf Rider
15
6
11
Forest Recruit

Pillager (1)
Skilled Rider (1)
Snow Move
Commentary here.
Wolf Brother
20
11
25

Pillager (1)
Skilled Rider (2)
Snow Move
Commentary here.
Wolf Stealthy (40)
Undisciplined
Animal
Mountain Survival
Forest Survival
Snow Move
Wolf
Commentary here.
Moose Rider
30
15
24

Animal
Mobile Archer
Commentary here.
Vaetti Archer
Mobile Archer
Commentary here.
Moose
Undisciplined
Animal
Snow Move
Commentary here.
Jotun Hurler
30
11
17
Capital Only
Cold Resistance (15)
Shock Vulnerability (5)
Siege Bonus (5)
Snow Move
Commentary here.
Jotun Axeman
30
39
17
Capital Only
Cold Resistance (15)
Shock Vulnerability (5)
Snow Move
Commentary here.
Rimvaetti
24
17
36
Capital Only
Sacred
Cold Resistance (25)
Stealthy (40)
Chill Aura (2)
Ice Protection (2)
Cold Power (1)
Forest Survival
Snow Move
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Angerboda - Great Hag
Earliest Arrival Turn (20)
astral 33death 33nature 22glamour 33blood 33rp 3333
Cold Resistance (15)
Poison Resistance (15)
Shock Vulnerability (5)
Supply Bonus (+20)
Fortune Teller (15%)
Crossbreeder (8)
Old Age
Death Curse
Forest Survival
Female
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.
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.
Winter's Call
(Blood 6) water 22blood 33 and 86bloodslave
Req. (Illwinter)

Niefel Jarl
water 33death 22holy 22random1100%
10%
rp 1717
Sacred
Cold Resistance (30)
Shock Vulnerability (5)
Chill Aura (18)
Cold Power (1)
Snow Move
Commentary here.

Other Spells and Item

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

The hero, Angerboda - Great Hag has all the paths the recruitable mages can have, (except Water), stronger than they have them. So, basically, anything they can do she can do better, and with fewer boosters.

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

Multi-Path Booster

No easy access to the strong multi-path boosters. The hero, Angerboda - Great Hag, has a chance at the Ring of Sorcery and then Ring of Wizardry, but the third Astral booster probably needs to be one of the Uniques, like The Oath Rod of Kurgi or The Trapped Dreams of Hruvur.

Abominable Arms
nature 11blood 11 Jotun Gygja (9 in 25) +
They are especially useful in the Nature and Death paths.

Fire

No national access.

Bind Heliophagus
blood 22 Jotun Gygja (9 in 25) +
There's a 1 in 4 chance of Amaimon - Heliophagus who has fire 44.

Air

No national access.

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

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

Water

Highest Starting: water 22 Vaetti Gygja (1 in 5)

Trident from Beyond Unique
water 11astral 11 Vaetti Gygja (1 in 5) +

Contact Naiad
water 11nature 11 Vaetti Gygja (1 in 5) +
Naiad has water 33.

Streams from Hades
water 22death 11 Vaetti Gygja (1 in 5) +
Kokythiad has water 33.

Winter's Call
water 11blood 11 Jotun Gygja (1 in 5), Vaetti Gygja (1 in 5) +
Niefel Jarl has water 33, 1 in 3 chance of water 44.

Earth

No national access.

Hidden in Snow in Mountains
water 22death 11 Vaetti Gygja (1 in 5) +
Unfrozen Mage has a 7 in 8 chance of at least earth 11.

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

Forest Troll Tribe
nature 11 Vaetti Gode, Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5), Vaetti Hag (1 in 6) +
Troll Shaman has a 1 in 4 chance of earth 11.

Astral

Highest Starting: astral 11 Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5), Vaetti Hag (1 in 6), astral 22 Jotun Gygja (1 in 25). The hero, Angerboda - Great Hag has astral 33.

The Oath Rod of Kurgi Unique
astral 11blood 11 Jotun Gygja (9 in 25) +

Ether Gate
astral 11death 11 Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5) +
Ether Lord has astral 33, 1 in 4 chance of astral 44.

Death

Highest Starting: death 22 Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5), death 33 Jotun Gygja (1 in 25). The hero, Angerboda - Great Hag has death 33.

Streams from Hades
water 22death 11 Vaetti Gygja (1 in 5) +
Kokythiad has death 33.

The Black Book of Secrets Unique
death 11blood 22 Jotun Gygja (9 in 25) +
death 22blood 11 Jotun Gygja (9 in 25) +
death 11blood 11 Vaetti Gygja (1 in 5) +

Ether Gate
astral 11death 11 Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5) +
Ether Lord has a 1 in 4 chance of death 33.

??Winter's Call
water 11blood 11 Jotun Gygja (1 in 5), Vaetti Gygja (1 in 5) +
Niefel Jarl has 1 in 3 chance of death 33.

Bind Heliophagus
blood 22 Jotun Gygja (9 in 25) +
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 Vaetti Gode, Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5), Vaetti Hag (1 in 6), nature 22 Jotun Gygja (1 in 25). The hero, Angerboda - Great Hag has nature 22.

Contact Naiad
water 11nature 11 Vaetti Gygja (1 in 5) +
Naiad has water 33.

Armor of Twisting Thorns Unremovable
nature 11blood 11 Jotun Gygja (9 in 25) +

Moonvine Bracelet
astral 11nature 11 Jotun Gygja (1 in 25) +

Glamour

Highest Starting: glamour 22 Jotun Gygja (1 in 5). The hero, Angerboda - Great Hag has glamour 33.

Blood

Highest Starting: blood 22 Jotun Gygja (9 in 25), blood 33 Jotun Gygja (1 in 25). The hero, Angerboda - Great Hag has blood 33.

Tome of the Lower Planes Unique
astral 11blood 11 Jotun Gygja (9 in 25) +

The Black Book of Secrets Unique
death 11blood 22 Jotun Gygja (9 in 25) +
death 22blood 11 Jotun Gygja (9 in 25) +
death 11blood 11 Vaetti Gygja (1 in 5) +

The Oath Rod of Kurgi Unique
astral 11blood 11 Jotun Gygja (9 in 25) +

Armor of Twisting Thorns Unremovable
nature 11blood 11 Jotun Gygja (9 in 25) +

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/vaettiheim-la.txt · Last modified: 2024/07/09 04:12 by johnnydown