User Tools

Site Tools


dom6:vanheim-ea

EA Vanheim, Age of Vanir

Lore

Vanheim is a land of misty moors and bitter forests inhabited by a tall and innately magical race known as the Vanir. The Vanir are mortal enemies of the giants of Jotunheim and since the beginning of time they have waged a great war upon each other. They are masters of illusions and are able to trick mortals with their glamour. In halls under the mountains of Vanheim live Dwarves, smiths capable of crafting fabulous items. Vanheim is a land of magic and even the horses are enchanted and exceptionally fast. Vanir are skilled shipwrights and navigators and can sail the oceans. Lesser beings are not held in high regard and their blood is sacrificed to sate the Awakening God.

"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. Niefelheim, 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
air 33 (Rare 4)
earth 33 (Rare 4)
glamour 33 (Rare 4)
blood 22 (Rare 3)
fire 11 (Rare 2)
death 11 (Rare 2)
holy 22
Hero
air 33death 22glamour 22blood 22holy 22
fire 22air 22glamour 22holy 11
Summons
air 44water 22earth 33
fire 22air 44earth 33
air 44earth 33nature 22
air 44earth 33death 22
(req. air 44earth 33)
Sailing Elf Vikings
Strong Thugs
No Cheap Mages
Berserking Vanhere Sacreds
Stealthy
Sailing
Glamour
Standard Forts
Trace income across oceans

Capitol Gems: 2airgem3earthgem1glamourgem

National Special Features

Cold Limit + 1
Magic Limit + 1

Prefers Cold Scale + 1

Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion.

Andvarian Dwarves: Vanheim has recruitable Master Smiths who can forge equipment one level higher than comparable mages, though only for magic paths they have. The smiths are slow to recruit, and not quite as flexible as the other mages of the nation, but they raise Vanheim's effective magic access for the purpose of getting items:

  • earth 44 (rare 5) ← There are only a few Earth items Vanheim can't make
  • fire 22 (rare 3)
  • death 22 (rare 3)

All of the smiths will at least have earth 33 in terms of forging, and the crosspaths they can get in conjunction with their smithing skill lets Vanheim make a wide variety of things… just not cheaply.

Vanheim is named for the Vanir, Size 3 (three-to-a-square) beings often considered elves. They stand out (or, more accurately, keep a low profile) with the art of Glamour, not to mention their Stealthy way of doing things. The least-trained of the Vanir still possess 13 HP, 11 Strength, 12 Attack Skill, 13 Defence Skill (naked), 12 Precision, 14 Magic Resistance, 11 Morale, and 13 Combat Speed (generally 10-12 when factoring in armor).

National Units

The nation is made up of mostly Elves, long-lived and glamoured beings with high defense skill. The majority of your armies will be invisible on the strategic maps of other players, making you an ever-elusive threat that can steal land at any moment.

Commanders

EA Vanheim's mage lineup largely lacks "efficient" spellcasters; all mages aside from the cap-only Dwarven Smith are skilled elves on horses and thus cost a heavy premium.

Image Unit Name Special Attributes Comments
Van Scout
Gold 55
15
1
Stealthy (75)
Glamour
Mountain Survival
Forest Survival
Commentary here.
Vanherse
Gold 235
17
2
air 11glamour 11holy 11rp 99
Sacred
Stealthy (65)
Sailing (Max Size 5)
Skilled Rider (4)
Glamour
Commentary here.
Vanjarl
Gold 440
19
2
air 22glamour 11blood 11holy 22rp 1111
Sacred
Stealthy (65)
Sailing (Max Size 5)
Skilled Rider (5)
Glamour
Commentary here.
Fay Horse Sacred
Poison Resistance (10)
Disease Resistance (100%)
Stealthy (65)
Smart Mount (100)
Animal
Glamour
True Sight
Commentary here.
Dwarven Smith
Gold 195
2
4
Capital Only
earth 22random1100%
10%
rp 1111
Darkvision (50%)
Master Smith (1)
Mountain Survival
Prophet Shape: Dwarf Elder
Commentary here.
Vanadrott
Gold 595
20
4
Capital Only
air 22glamour 22blood 11holy 22random1100%
10%
rp 1717
Sacred
Stealthy (65)
Sailing (Max Size 5)
Skilled Rider (5)
Glamour
Commentary here.

Troops

Image Unit Name Special Attributes Comments
Serf Warrior
Gold 8
6
5
Lightly-trained average humans. Not quite slaves, but not very happy either.
Huskarl
Gold 25
10
21
Stealthy (65)
Glamour
Commentary here.
Huskarl
Gold 25
13
21
Stealthy (65)
Glamour
Commentary here.
Hirdman
Gold 30
17
25
Stealthy (65)
Glamour
Commentary here.
Mounted Hirdman
Gold 50
14
46
Stealthy (65)
Skilled Rider (3)
Glamour
Commentary here.
Fay Horse Poison Resistance (10)
Disease Resistance (100%)
Stealthy (65)
Smart Mount (100)
Animal
Glamour
True Sight
Commentary here.
Fay Boar
Gold 100
1
30
Capital Only
Supply Bonus (100)
Immortal
Animal
Trample
Forest Survival
Commentary here.
Vanhere
Gold 40
16
28
Capital Only
Sacred
Stealthy (65)
Ambidextrous (1)
Berserker (+5)
Glamour
Commentary here.

Heroes

Image Unit Name Special Attributes Comments
Sölvis - Vanadis fire 22air 22glamour 22holy 11rp 1717
Sacred
Stealthy (40)
Awe (+3)
Skilled Rider (6)
Glamour
Flying
Spirit Sight
Combat Caster
Female
Commentary here.
Disahestur Sacred
Poison Resistance (10)
Disease Resistance (100%)
Stealthy (40)
Smart Mount (100)
Animal
Glamour
Flying
True Sight
Commentary here.
Vanlade - Vanadrott
Earliest Arrival Turn (10)
air 33death 22glamour 22blood 22holy 22rp 2323
Sacred
Resist Shock (5)
Stealthy (40)
Inspirational (1)
Sailing (Max Size 5)
Skilled Rider (5)
Glamour
Commentary here.
Fay Horse Sacred
Poison Resistance (10)
Disease Resistance (100%)
Stealthy (65)
Smart Mount (100)
Animal
Glamour
True Sight
Commentary here.

National Spells and Items

Summons

Combat

Summon Spell Unit Special Attributes Comments
Summon Valkyries
(Conjuration 6)
air 33death 11 and 1airgem

Valkyrie x 7
Sacred
Stealthy (40)
Glamour
Flying
Spirit Sight
Female
Summons flying, glamoured sacreds. These can be useful for pressuring back lines in combat, but they can't be scripted (since they are summoned), making them equally likely to divebomb the enemy's frontlines or middle ranks instead. Blessing them is also tricky, requiring either a delay in casting Divine Blessing or a particular grouping of your other Sacred troops for the standard Blessing.

Ritual

Summon Spell Unit Special Attributes Comments
Sloth of Bears
(Conjuration 3)
nature 22 and 6naturegem

Great Bear x 15+
Undisciplined
Animal
Mountain Survival
Forest Survival
Commentary here.
Awaken Draugar
(Conjuration 4)
death 22 and 12deathgem

Draug x 4
Resist Cold (25)
Resist Poison (25)
Cold Aura (3)
Fear (5)
Undead
Amphibious
Need Not Eat
Spirit Sight
Shapechanger Below HP (20) (Draug)
Commentary here.
Draug Same As Above
Shapechanger Above HP (25) (Draug)
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
fire 22air 44earth 33rp 2323
air 44earth 33nature 22rp 2323
air 44earth 33death 22rp 2323
Common Attributes:
Unique
Shock Resistance (22)
Darkvision (50%)
Master Smith (1-2)
Mountain Survival
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 either effect is to kill one of them.

Note that only the Draug Ritual and the Valkyrie Combat Spell are natively available to Vanheim.

Magic Items

Your recruitable thugs are mounted mages that are really hard to hit. They probably don't need much extra prot and shouldn't have much more encumbrance as they will be casting spells, so armor isn't a priority. It's better to give them improved stabbing weapons (Fire Brand, or Frost Brand for AOE, Flesh Eater for anti thugging).

Vanheim can make Earth, Blood, and even the hard to make Air boosters. (Some rare Dwarven Smiths can forge Skull of Fire.) Vanhiem can even make a Robe of the Magi for late-game magic boosting.

National Discount Items

  • Dwarven Hammer (Construction 3)
    earth 33 and 15earthgem
    A quintessential item for forging. Having a Forge Discount on an item that gives you a Forge discount is an economic win.
  • Lightweight Scale Mail (Construction 3)
    air 11 and 4airgem
    Commentary here.
  • Cauldron of the Elven Halls (Construction 5)
    glamour 33 and 15glamourgem
    If your glamoured army does get reported by a scout or contains non-glamoured units, only a fraction will be reported. If you are into mind-game strategies, having a massive army mistaken as a small raiding party grants you a greater level of surprise.
  • Weightless Scale Mail (Construction 7)
    air 11 and 4airgem
    Commentary here.

Magic Access

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

Summon Dwarf of the Four Directions gives dwarves which are useful to EA Vanheim's path access. If all four enter the game though, the world is plunged into Perpetual Storm and all battles will have Darkness. To get a air 44earth 33 to do the summoning, an earth 11 Vanadrott needs two Air and Earth boosters.

blood 88 can Bind Demon Lord. While most reliable at getting Death and Glamour, the demons it summons may be strong in any path except for Water and, (unnecessarily,) Blood.

With two Air boosters and one Earth booster, an air 11 Dwarven Smith (1 in 5) can forge a Staff of Elemental Mastery, which can ease the way up the elemental paths.

Fire

EA Vanheim has a difficult time getting fire 11death 11 for Skull of Fire and fire 22blood 44 for Bind Arch Devil. A fire 11 Dwarven Smith (1 in 5) effectively has fire 22 because of Master Smith. It still needs a level of empowerment to maybe create the unique The Ruby Eye. If it can't, it will need another level of empowerment for a Flame Helmet.

air 44earth 33 can Summon Dwarf of the Four Directions with a 1 in 4 chance of fire 22 and Master Smith. It can create the unique The Ruby Eye.

blood 55 can Bind Heliophagus for a 1 in 4 chance of fire 44.

Air

A air 33 Vanadrott (1 in 5), needs one level of empowerment to reach the key level of air 44.

Water

No native access. air 44earth 33 can Summon Dwarf of the Four Directions with a 1 in 4 chance of water 22 and Master Smith.

death 33 can Summon Spectre for a 7 in 16 chance of at least water 11.

Earth

A earth 33 Dwarven Smith (1 in 5) is effectively earth 44 for making items. This is not as helpful as might be thought. It can make Earth Boots and maybe the unique Orb of Elemental Earth. A earth 11 Vanadrott (1 in 5) can be given Earth Boots and Blood boosters to create Blood Stones and maybe a unique Pebble Skin Suit. The Blood boosters can be hard to get.

Astral

No native access. earth 33death 11 can cast Hidden in Sand and Hidden Wasteland for at least astral 11.

death 33 can Summon Spectre for a 7 in 16 chance of at least astral 11.

Death

With The Silver Arms, Skull Staff, and the unique The Flailing Hands, all forged by Dwarven Smiths, and the unique The Black Book of Secrets created by a death 11 Vanadrott (1 in 5) with boosters, a death 11 Dwarven Smith (1 in 5) can reach death 44. Master Smith makes it effectively , allowing the creation of Skullface and the unique Sceptre of Dark Regency. Without all the unique boosters, empowerment is needed.

air 44earth 33 can Summon Dwarf of the Four Directions with a 1 in 4 chance of death 22 and Master Smith. This means one less level of empowerment is needed.

Vanlade - Vanadrott, the hero, can create the unique The Black Book of Secrets without boosters.

blood 55 can Bind Heliophagus for a 1 in 4 chance of at least death 33.

EA Vanheim can forge The Copper Arm and The Silver Arms to hold extra Death boosters.

Nature

No recruitable access. air 44earth 33 can Summon Dwarf of the Four Directions with a 1 in 4 chance of nature 22 and Master Smith.

earth 22glamour 33 can cast Summon Gnome for nature 22.

EA Vanheim can forge The Copper Arm and The Silver Arms to hold extra Nature boosters.

Glamour

glamour 33 Vanadrott (1 in 5) can create a Gossamer Veil. Given to a glamour 11 Dwarven Smith (1 in 5), the Smith can forge a Mirage Crystal. A level of empowerment is still need to create the unique Tome of Legends.

Sölvis - Vanadis and Vanlade - Vanadrott, heroes, with two Glamour boosters, can each potentially forge the unique The Sword of Many Colors.

Blood

Getting a death 11 Vanadrott (1 in 5) to blood 22 is surprisingly difficult. Empowered in Blood and with a Skull Staff, it can create the unique The Black Book of Secrets. With that, a blood 22 Vanadrott (1 in 5) hits the key blood 33.

Vanlade - Vanadrott, hero, can create the unique The Black Book of Secrets with no 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/vanheim-ea.txt · Last modified: 2024/04/18 07:30 by johnnydown