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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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() | Sailing Vikings Strong Thugs No Cheap Mages Berserking Einheres Werewolves Mounted Elves Flying Elf Sacreds | ![]() ![]() ![]() | ![]() Trace income across oceans |
Capitol Gems: 13
1
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![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Herse![]() ![]() ![]() | Commentary here. | |
![]() | Vanherse![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Vanjarl![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Fay Horse | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Dwarven Smith![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Prophet Shape: Dwarf Elder | Commentary here. |
![]() | Vanadrott![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Huskarl![]() ![]() ![]() | Commentary here. | |
![]() | Huskarl![]() ![]() ![]() | Commentary here. | |
![]() | Hirdman![]() ![]() ![]() | Commentary here. | |
![]() | Hirdman![]() ![]() ![]() | Commentary here. | |
![]() | Einhere![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Skinshifter![]() ![]() ![]() | ![]() ![]() Werewolf (Wounded) | Commentary here. |
![]() | Werewolf | ![]() | Commentary here. |
![]() | Valkyrie![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Fay Boar![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Van![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Fay Horse | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Sölvis - Vanadis | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Disahestur | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Vanlade - Vanadrott Earliest Arrival Turn (10) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Fay Horse | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
EA Vanheim is heavily focused on air and
earth magic, with a side gig in
blood,
fire and
death.
Vanheim has access to the following paths for the purposes of rituals:
Elements
Sorceries
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Valkyries (Conjuration 6) ![]() ![]() ![]() | ![]() Valkyrie x 7 | ![]() ![]() ![]() ![]() ![]() 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) ![]() ![]() | ![]() Great Bear x 15+ | ![]() ![]() ![]() ![]() | Commentary here. |
Awaken Draugar (Conjuration 4) ![]() ![]() | ![]() Draug x 4 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Draug | Same As Above ![]() |
||
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: ![]() ![]() ![]() ![]() ![]() | 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 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: 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.