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
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 3. 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.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() (req. ![]() ![]() | Small Stealthy Vaettir Wolf Riders A Few Giants | ![]() ![]() ![]() ![]() ![]() | ![]() ![]() |
Capitol Gems: 11
2
Cold Limit + 1
Prefers Cold Scale + 2
:
Cold Resistance (5),
Stealthy (40),
Forest Survival
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Vaetti Herse ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Wolf | ![]() ![]() ![]() ![]() ![]() ![]() Wolf | Commentary here. |
![]() | Vaetti Jarl ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Vaetti Herse ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Wolf | See Above | Commentary here. |
![]() | Vaetti Gygja ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Dimvaetti ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Jotun Gygja ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female Lich Shape (Lich Hag) | Commentary here. |
![]() | Vaetti Hag ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Vaetti Archer ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Light Vaetti Infantry ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Vaetti Spearman ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Vaetti Crossbowman ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Light Vaetti Infantry ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Hirdvaetti ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Vaetti Berserker ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Wolf Rider ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Wolf Brother ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Wolf | ![]() ![]() ![]() ![]() ![]() ![]() Wolf | Commentary here. |
![]() | Moose Rider ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Vaetti Archer | ![]() ![]() | Commentary here. |
![]() | Moose | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Hurler ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Axeman ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Rimvaetti ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Angerboda - Great Hag Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | 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. |
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. |
Winter's Call (Blood 6) ![]() ![]() ![]() Req. (Illwinter) | ![]() Niefel Jarl | ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
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.
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
1
1 Jotun Gygja (9 in 25) +
They are especially useful in the Nature and
Death paths.
No national access.
Bind Heliophagus
2 Jotun Gygja (9 in 25) +
There's a 1 in 4 chance of Amaimon - Heliophagus who has 4.
No national access.
Faerie Court not in Cold
1
1 Vaetti Gygja (1 in 5) +
Faery Queen has a 1 in 3 chance of 2
Faerie Court in Cold
1
1 Vaetti Gygja (1 in 5) +
Queen of Winter has a 1 in 2 chance of 2
Highest Starting: 2 Vaetti Gygja (1 in 5)
Trident from Beyond Unique
1
1 Vaetti Gygja (1 in 5) +
Contact Naiad
1
1 Vaetti Gygja (1 in 5) +
Naiad has 3.
Streams from Hades
2
1 Vaetti Gygja (1 in 5) +
Kokythiad has 3.
Winter's Call
1
1 Jotun Gygja (1 in 5), Vaetti Gygja (1 in 5) +
Niefel Jarl has 3, 1 in 3 chance of
4.
No national access.
Hidden in Snow in Mountains
2
1 Vaetti Gygja (1 in 5) +
Unfrozen Mage has a 7 in 8 chance of at least 1.
Faerie Court not in Cold
1
1 Vaetti Gygja (1 in 5) +
Faery Queen has a 1 in 3 chance of 2
Forest Troll Tribe
1 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 1.
Highest Starting: 1 Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5), Vaetti Hag (1 in 6),
2 Jotun Gygja (1 in 25). The hero, Angerboda - Great Hag has
3.
The Oath Rod of Kurgi Unique
1
1 Jotun Gygja (9 in 25) +
Ether Gate
1
1 Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5) +
Ether Lord has 3, 1 in 4 chance of
4.
Highest Starting: 2 Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5),
3 Jotun Gygja (1 in 25). The hero, Angerboda - Great Hag has
3.
Streams from Hades
2
1 Vaetti Gygja (1 in 5) +
Kokythiad has 3.
The Black Book of Secrets Unique
1
2 Jotun Gygja (9 in 25) +
2
1 Jotun Gygja (9 in 25) +
1
1 Vaetti Gygja (1 in 5) +
Ether Gate
1
1 Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5) +
Ether Lord has a 1 in 4 chance of 3.
??Winter's Call
1
1 Jotun Gygja (1 in 5), Vaetti Gygja (1 in 5) +
Niefel Jarl has 1 in 3 chance of 3.
Bind Heliophagus
2 Jotun Gygja (9 in 25) +
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 Vaetti Gode, Jotun Gygja (9 in 25), Vaetti Gygja (1 in 5), Vaetti Hag (1 in 6),
2 Jotun Gygja (1 in 25). The hero, Angerboda - Great Hag has
2.
Contact Naiad
1
1 Vaetti Gygja (1 in 5) +
Naiad has 3.
Armor of Twisting Thorns Unremovable
1
1 Jotun Gygja (9 in 25) +
Moonvine Bracelet
1
1 Jotun Gygja (1 in 25) +
Highest Starting: 2 Jotun Gygja (1 in 5). The hero, Angerboda - Great Hag has
3.
Highest Starting: 2 Jotun Gygja (9 in 25),
3 Jotun Gygja (1 in 25). The hero, Angerboda - Great Hag has
3.
Tome of the Lower Planes Unique
1
1 Jotun Gygja (9 in 25) +
The Black Book of Secrets Unique
1
2 Jotun Gygja (9 in 25) +
2
1 Jotun Gygja (9 in 25) +
1
1 Vaetti Gygja (1 in 5) +
The Oath Rod of Kurgi Unique
1
1 Jotun Gygja (9 in 25) +
Armor of Twisting Thorns Unremovable
1
1 Jotun Gygja (9 in 25) +
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.