From Dominions 5 Manual note on the inspiration for Vanheim, Helheim, Niefelheim, Jotunheim, Midgård, Vaettiheim, and Utgård:
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.
Jotunheim is a nation of Jotun giants and Vaetti goblins. Their troops are all resistant to cold, but giant troops suffer from lightning vulnerability.
Jotunheim excels at thugging with their excellent Skrattir and they have a lot of sorcery access. Vaetti researchers and troops are recruitable in any forest. Setting up a blood economy with Jotunheim is relatively easy.
Jotunheim's expensive giant lineup may seem intimidating but the low attack density of giants is actually a liability. Combining Jotun and Vaetti troops can help improve on this weakness. Jotunheim doesn't have much access to elemental magic paths other than water and a tiny bit of air.
Being the descendants of Frost Giants, Jotunheim has a national preference for +2 cold. Their longdead Reanimation will mix in Longdead Giants with normal undead.
Races | Troops | Magic | Priests | Buildings |
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Frost Giants: Cold Resistance (15) Shock Vulnerable (5) Snow Move Unit Size 4 Vaetti Cold Resistance (5) Stealthy (40) Unit Size 1 | Recruited Giant Heavy Infantry Sacred Giants Giant Werewolves Boulder-Throwing Siege Giants Vaetti Troops | 3 (Uncommon 4, Rare 5) 2 (Uncommon 3, Rare 4) 3 (Uncommon 4, Rare 5) 3 (Uncommon 4, Rare 5) 3 National Summon 4 (Rare 5) (Requires 32 + 53) | 2 Priests Dominion Spreads Cold (Max 1) | Giant Forts (castle) hold extra food |
Iron Woods | Thrymsheim |
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Enables recruitment of Jarnvidja and Ulfhedin Produces 211 per turn | Enables recruitment of Thrymsgode and Thrymshirding Produces 1 per turn |
Jotunheim's cold preference clearly shows in their troop lineup. Most recruitable units come with a natural cold resistance and snow move, which gives a sizeable strategic advantage while fighting in cold. Worth noting is also the inherent weakness to shock for all giant troops. While Jotunheim's mages and communions can mitigate this weakness with Elemental Fortitude, the lack of significant earth and air magic leaves troops vulnerable.
Their troops break down into two branches. On one hand, Jotunheim has access to hard-hitting, durable size 4 giants. On the other hand, there are the Vaetti, who offer a high attack density as they are only size 1. Both branches complement each other and in general give the best result when combined, as the giants can deliver damage even through tough protection, while the Vaetti increase the overall attack density. However, the non-wolf riding Vaetti lack snow move and are only map move 10, whereas even the most heavily-armored Jotuns are map move 12 and have snow move. This means that Vaetti (on foot) can significantly slow down Jotunheim's armies, at least in friendly territory.
The priests are only mediocre, as Jotunheim has no access to 3 priests and, while not expensive they come without any special properties, although they are quite durable compared to human priests. Similarly, their commanders do not stand out, as the highest leadership commanders only have 80. Notable though is the Jotun Jarl for being an 1 Priest as well as a decent leader, enabling him to lead smaller groups of sacred units early on.
Jotunheim's mages are more focused on sorcery paths, gaining good access to Death, Nature and Blood Magic, and some Astral, while the Jotun Skratti adds strong water magic. Skrattir is also the star unit when it comes to the commanders of Jotunheim, as they perform very well in different roles. They are shapeshifters and gain 10% regeneration in werewolf form, which makes them very good thugs with some equipment. This ability also enables turbo communions, which is one of the strong suits of Jotunheim.
Sprite | Unit Name | Special Attributes | Description |
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Jotun Scout 55 7 1 | Sacred Cold Resistant (15) Shock Vulnerability (5) Stealthy (40) Mountain Survival Forest Survival Snow Move | An expensive, but sacred, scout. | |
Chief 50 5 1 Forest Rec + | Cold Resistant (5) Stealthy (40) Pillager (2) Mounted Forest Survival Snow Move | Stealthy, 40 leadership commander. | |
Jotun Herse 75 41 1 | Sacred Cold Resistant (15) Shock Vulnerability (5) Snow Move | 60 leadership sacred commander. | |
Jotun Gode 110 19 2 | 2 Sacred Cold Resistant (15) Shock Vulnerability (5) Forest Survival Snow Move | 2 priest with 40 leadership. | |
Jotun Jarl 130 41 2 | 1 Sacred Cold Resistant (15) Shock Vulnerability (5) Prophet Shape (Jotun Jarl) Snow Move | Lesser priest with 80 leadership. | |
Vaetti Hag 40 2 2 Forest Rec + | 1100% 5 Cold Resistant (5) Stealthy (40) Inept Researcher (2) Forest Survival Female | A very cheap mage, made extra massable by being recruitable in unforted forests. A potent researcher option purely due to ease of recruitment, with most randoms providing some utility. | |
Gygja 165 3 2 | 1111100% 13 Cold Resistant (15) Shock Vulnerability (5) Supply Bonus (10) Fortune Teller (5%) Forest Survival Snow Move Female | A mage with shallow but broad paths. In practice the low path level can be boosted with sabbaths/communions, making the Gygja a respectable combat mage with some support, and most randoms can find useful things to do even outside of communions. Also a fortune teller, which can mitigate the impact of Misfortune scales. | |
Jotun Skratti 255 3 4 | 221100% 15 Cold Resistant (15) Shock Vulnerability (5) Shape Changer (Jotun Werewolf → Jotun Wolf) Forest Survival Snow Move | An expensive mage made extremely durable by their multiple forms, innate regeneration and high hitpoint pool. They are very versatile, serving both as strong heavy thugs and the preeminent turbo communion slave. Incidentally, they are Jotunheim's only access to Foul Vapors. |
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Thrymsgode 245 33 4 Capital Only | 121100% 9 Sacred Cold Resistant (25) Shock Vulnerability (5) Cold Recruitment (1) Chill Aura (6) Ice Protection (1) Cold Power (1) Snow Move | The descendants of the Neifal Jarls, An extremely expensive Warrior Mage. The low paths largely lack combat utility, and Jotunheim has other, more specialized options for thugging, combat casting or priestly duties. Notably, Jotunheim's only access to minor air magic. | |
Jarnvidja 350 3 4 Capital Only | 1113100% 100% 100% 10% 17 Cold Resistant (15) Shock Vulnerability (5) Supply Bonus (10) Fortune Teller (10%) Adept Cross Breeder (6) Old Age (660/525) Death Curse Forest Survival Snow Move Female | Over twice the price of the Gygja for two more guaranteed randoms. While Gygjas can take on most combat roles while being path-boosted by a communion, the Jarnvidjur provide potentially greater path depth for higher path combat spells, or rituals/forging outside of combat. |
Sprite | Unit Name | Special Attributes | Description |
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Vaetti Archer 6 3 8 Forest Rec + | Cold Resistant (5) Stealthy (40) Forest Survival | Cheap shortbow archers. Jotunheim lacks the classic archer support spells (Flaming Arrows and Wind Guide), but shortbows can still be useful against low-protection targets. | |
Vaetti 7 4 9 Forest Rec + | Cold Resistant (5) Stealthy (40) Forest Survival | Size 1 militia. Complements Jotunheim's giant troops by filling in extra space and absorbing attacks. | |
Wolf Rider 15 4 18 Forest Rec + | Cold Resistant (5) Stealthy (40) Pillager (1) Dying Shape (Wolf) Mounted Forest Survival Snow Move | A stealthy size 2 cavalry unit with two attacks. Can be used to flank and attack rear in fights and are also capable of taking on smaller PD, making for decent raiding units led by a chief and adding some light "elfing" capabilities to Jotunheim's options. Also make for decent patrol units early, when you are starting your blood economy | |
Jotun Bondi 20 15 11 | Cold Resistant (15) Shock Vulnerability (5) Snow Move | Giant light infantry with a high-damage axe. | |
Moose Riders 25 5 29 Forest Rec + | Cold Resistant (5) Stealthy (40) Dying Shape (Vaetti Archer) Forest Survival Snow Move | Very expensive for the ranged attacks compared with the Vaetti Archer. Will often be preferentially targeted by spells due to high hitpoints and low protection/MR. | |
Jotun Javelinist 30 17 17 | Cold Resistant (15) Shock Vulnerability (5) Snow Move | A more skilled Bondi with a high damage javelin. | |
Jotun Spearman 30 39 17 | Cold Resistant (15) Shock Vulnerability (5) Snow Move | Giant heavy infantry with mediocre Attack and Defense skills. The Spearman has some repel capability while the Axeman deals more slashing damage. | |
Jotun Axeman 30 39 17 |
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Jotun Hurler 30 11 17 | Cold Resistant (15) Shock Vulnerability (5) Snow Move Siege Bonus (5) | Extremely high damage ranged attack with limited range and ammunition. In addition to being a situational counter to glamoured elves, the Hurler makes decent siege chaff, providing over twice as much siege strength as the other Jotuns. | |
Jotun Huskarl 35 21 20 | Cold Resistant (15) Shock Vulnerability (5) Bodyguard (1) Snow Move | Giant bodyguards. Each version is more heavily armored and skilled, with the Huskarl being the budget option, the Godihuskarl gaining a javelin and the Hirdman being the expensive heavy infantry option. | |
Godihuskarl 40 31 24 |
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Jotun Hirdman 50 41 31 |
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Ulfhedin 70 5 38 Capital Only | Regeneration (10%) Cold Resistant (15) Shock Vulnerability (5) Wounded Shape (Jotun Werewolf) Forest Survival Snow Move | Giant, shapechanging light infantry with regeneration. Low resource cost but also extremely gold-expensive, costing almost as much as two Vaetti Hags. | |
Thrymshirding 100 43 40 Capital Only | Sacred Cold Resistant (25) Shock Vulnerability (5) Cold Recruitment (1) Chill Aura (3) Ice Protection (1) Cold Power (1) Snow Move | Giant, sacred heavy infantry with a chill aura and cold protection. Quite durable but, similar to Jotunheim's other giant troops, provides low attack density on its own. Also incredibly gold-expensive compared to the alternative heavy infantry options. | |
Niefel Giant 140 22 39 Can recruit only if Illwinter is active. | Sacred Cold Resistant (25) Shock Vulnerability (5) Cold Recruitment (1) Chill Aura (10) Ice Protection (2) Cold Power (1) Snow Move | Size 6 sacred giants with ice protection, cold power and chill auras. Heavy infantry equivalents in cold, but very lightly armored in the heat. Their strong chill aura will fatigue out opponents (and non-cold resistant friendlies) even over medium distances. If many overlap, most units will just Freeze over. |
Sprite | Unit Name | Special Attributes | Description |
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Sporsnjall - Wolf Lord | Cold Resistant (5) Stealthy (40) Pillager (10) Dying Shape (White Wolf) Summon Allies (Wolf×3) Mounted Forest Survival | Stealthy 80 leadership commander. | |
Angerboda - Great Hag Minimum hero arrival turn: 20 | 3323 27 Cold Resistant (15) Poison Resistant (15) Shock Vulnerability (5) Supply Bonus (20) Fortune Teller (15%) Adept Cross Breeder (8) Death Curse Forest Survival Snow Move Female | An improved Gygja, maxing out most of the paths they can random. Very good at crossbreeding. This hero is your Highest national source of Astral magic. She is also one booster away from 4 which is needed to break into Vampire Lords with minimum effort. |
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Tjatse - Abductor Minimum hero arrival turn: 20 | 3332 23 Sacred Cold Resistant (30) Chill Aura (6) Ice Protection (3) Cold Power (1) Shape Changer (Great Eagle) Snow Move | Niefel giant that can become an 4 Eagle. Your gateway to forge Winged Helmets, and even Bag of Winds and Air Queens if you have the gems to boost him. An important unit providing high-level air combat magic like Thunder Fend to fix your lighting weakness, as well as other useful spells like Mass Flight, and Fog Warriors. |
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Gullveig - Undying Minimum hero arrival turn: 20 | 22231 25 Fire Resistant (15) Cold Resistant (15) Poison Resistant (5) Stealthy (65) Supply Bonus (30) Fortune Teller (10%) Immortal Glamour Forest Survival Snow Move Female | A nice mage with 5 magic paths. Water crosspaths can be helpful for some things. Immortality makes her useful as a combat mage, since she will respawn at your cap if she is somehow killed in combat. |
You get a large spread of Sorcery and Water paths.
Jotun Skratti and your Neifl Giants is your water access. The two main boosters grants 5/ 6 before communions.
Jarnvidja is your master Sorceror. She gets a wide random spread so uncommon paths, not about 3.
Astral is more common as 3 with Skullcap. or uncommonly 4. With Ether Lords being a more reliable.
Jarnvidja can make 3 / 4 with Skull Staff, and some rare crucomstance like often by Twiceborning, they can reach 6 with a Skullface
Get access to a lot of nature booster, starting with a 2 / 3. Can make Thistle Mace/Treelord's Staff, Moonvine Bracelet, and Armor of Twisting Thorns for a 6 / 7 Jarnvidja.
again Jarnvidja can be naturally 3 / 4, and get access to 4 different boosters.
You do have some summon to break into paths. Spectral Mage and Troll Shamans can get your foot wet in the earth for at lest the minimum purposes of forging.
Faery Queen Grants you Access to 3.
At the lategame one in 4 of the Heliophagus can get you to 4. and Tartarians Do Gain large access to paths.
Combat
Ritual
Like EA Niefelheim and LA Utgård, MA Jotunheim can also make use of powerful Skratti turbo communions. Two Skratti Sabbath Slaves (maybe four or more for critical battles) can support several Gygja Sabbath Masters chain-casting Horde of Skeletons for near-infinite amounts of chaff. Skellyspam combined with Foul Vapors, Rigor Mortis and Relief (also in the Enchantment school!) make midgame Jotunheim communions difficult to fight without battlefield wipes (e.g. Fire Storm) or well-placed evocations. Have a master cast Elemental Fortitude and Personal Regeneration, and hit the Skrattir with Enlarge for extra durability, and use evocation bait to protect communion mages from being sniped.
Nature Skratti are particularly important for their ability to cast Foul Vapors (with a Thistle Mace), as well as providing access to the dreaded physmoss combo (Liquid Body + Mossbody). They can be made very difficult to kill with minimal gear, and can even wipe entire armies if they are unprepared for a mini Foul Vapors supercombatant.
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
One obvious build for Jotunheim is an awake Irminsul with a regeneration bless. Your sacred units have big HP pools so regeneration works well on them.
Jotunheim has a pricey troop lineup so a good scales build can help you afford more. An obvious option would be some kind of imprisoned immobile which would allow you to take whatever kind of utility bless you need and have plenty left over for scales.
Dominions 5 Nation Overview - MA Jotunheim by Perun (2021)
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |