Vanheim is cold land seeped with magic. it takes its name from the Vanir, beings similar to elves; they are similar to humans, but far advanced in their command of perception and magic. If a human claimed to see a Van in Vanheim, none in Vanheim would doubt it, but the human probably wouldn't see them again. One can earn the prolonged attention of the Vanir through great deeds, but their gifts merely enable humans to do greater deeds; such is the Van ideal, an eternal warrior-paragon who never fades into history.
The Vanir are a storied people, though not an ascendant one. Even in the previous Age they were somewhat few, owing to a restlessness that had them constantly war with Jotunheim (and its old suzerain), humanity, and themselves. Their battles are largely won; Helheim has returned to the fold, the Niefel have given up, Vans rule humans in Vanarus, and the Jotuns have stopped fighting. Constant warring, raiding, and incivility has drained the Vanir of their blood, for the Vanir have been less-than-eager to sow. On the other hand, their human captives have formed full-fledged tribes who now willingly follow them.
"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
Vanheim is one of the original fourteen factions from Dominions: Priests, Prophets, and Pretenders. The others are Arcoscephale, Ermor, Pythium, Man, Ulm, Marignon, Abysia, Caelum, C'tis, Pangaea, Jotunheim, Atlantis, and R'lyeh.
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 (Rare 4) 3 (Rare 4) 3 (Rare 4) 2 (Rare 3) 1 (Rare 2) 1 (Rare 2) 2 | Hero 32222 Summons 423 243 432 432 (req. 43) | Sailing Vikings Strong Thugs No Cheap Mages Berserking Einheres Werewolves Mounted Elves Flying Elf Sacreds | Stealthy Sailing Glamour | Standard Forts Trace income across oceans |
Capitol Gems: 131
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:
All of the smiths will at least have 3 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).
Most residents of Vanheim, however, are humans. They are completely average; 3 Encumbrance, 14 Map Movement, and 12 Combat Speed naked, and 10's in everything else (other than Protection, of which they have none while unarmored). Some humans in Vanheim are particularly unique, but this is due to intervention from the Vanir to make them more interesting.
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.
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 |
---|---|---|---|
Scout 35 4 1 | Stealthy (50) Mountain Survival Forest Survival | Commentary here. | |
Herse 55 22 2 | Commentary here. | ||
Vanherse 230 17 2 | 1119 Sacred Stealthy (65) Sailing (Max Size 5) Skilled Rider (4) Glamour | Commentary here. | |
Vanjarl 435 19 2 | 211211 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 195 2 4 Capital Only | 21100% 10%11 Darkvision (50%) Master Smith (1) Mountain Survival Prophet Shape: Dwarf Elder | Commentary here. | |
Vanadrott 600 20 4 Capital Only | 22121100% 10%17 Sacred Stealthy (65) Sailing (Max Size 5) Skilled Rider (5) Glamour | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Huskarl 10 12 9 | Commentary here. | ||
Huskarl 10 12 9 | Commentary here. | ||
Hirdman 12 20 _ | Commentary here. | ||
Hirdman 12 22 _ | Commentary here. | ||
Einhere 25 21 _ | Berserker (+5) Ambidextrous (1) | Commentary here. | |
Skinshifter 25 7 _ | Regeneration (10%) Forest Survival Shapechanger: Werewolf (Wounded) | Commentary here. | |
Werewolf | Regeneration (10%) Forest Survival Reverts after Battle | Commentary here. | |
Valkyrie 45 15 _ Capital Only | Sacred Stealthy (65) Flying Glamour Female | Commentary here. | |
Fay Boar 100 1 30 Capital Only | Supply Bonus (100) Immortal Animal Trample Forest Survival | Commentary here. | |
Van 55 17 48 Capital Only | Sacred Stealthy (65) Skilled Rider (3) Glamour | Commentary here. | |
Fay Horse | Sacred Poison Resistance (10) Disease Resistance (100%) Stealthy (65) Smart Mount (100) Animal Glamour True Sight | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Farbaute - Einhere | Berserker (+8) Ambidextrous (3) | Commentary here. | |
Vanlade - Vanadrott Earliest Arrival Turn (10) | 3222223 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. |
EA Vanheim is heavily focused on air, earth, and glamour magic, with a side gig in blood, fire and death.
Vanheim has access to the following paths for the purposes of rituals:
Elements
Sorceries
Others
Going down Glamour lets a 32 Vanadrott with both Glamour boosters cast Lore of Legends, getting him up to 4 for one turn so he can forge one of the Air boosters (Winged Helmet or Horn of Storms). Doing it twice, he can then summon a Queen of Elemental Air for 7. You can also have a 21 Dwarven Smith with both boosters and the Earth Boots craft a Staff of Elemental Mastery. This provides a +1 boost to all of the Elements, bringing Vanheim's elemental access up to 2, 8, and 4 (7 with Blood empowerment).
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Valkyries (Conjuration 6) 31 and 1 | 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. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Sloth of Bears (Conjuration 3) 2 and 6 | Great Bear x 15+ | Undisciplined Animal Mountain Survival Forest Survival | Commentary here. |
Awaken Draugar (Conjuration 4) 2 and 12 | 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) 43 and 62 | Dwarf of the North or Dwarf of the South or Dwarf of the East or Dwarf of the West | 42323 24323 43223 43223 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 (432200% 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.
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.
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: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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