Table of Contents
LA Man, Towers of Chelms
Lore
"Man is one of the first nations conceived in the Dominions universe. The nation is a conglomerate of medieval English and Arthurian concepts spiced with some fantasy elements from Ars Magica and the books of Robert Jordan. The Irish/Northumbrian monastic tradition, Anglo-Saxon society, and Welsh longbowmen are all inspirational sources. Later on, the nation turns towards scholarship paired with dark tidings. The mood in the movie Sleepy Hollow is a nice comparison. In Dominions 4 steps has been taken to accentuate the influence of invading barbarians reminiscent of the Angles and Saxons. It is not difficult to see an early Ulm or a similar nation in the Logrian backstory." - illwinter
The realm of Man is a feudal kingdom. Their kingdom was established by conquering a race of tall and magically powerful beings known as the Tuatha. When the Tuatha were destroyed, their magic was taken by the Witches of Man. They helped Man to grow in power and influence, but with the great magic came a great Curse and the Witches dwindled in number and magic left the kingdom. To contain the Curse, the Old Magic was banned and a scholarly order of Magisters replaced the Witches of Avalon and their wild ways. The infantry of Man has evolved since the Age of Avalon and the crossbow is common, but knights and longbowmen still make up a large part of the armies. The Wardens of Avalon have escaped the Curse and are the only remnant of the Old Ways.
Overview
The Elves are seemingly gone, and the Nature Magic they once used has started to act up. Man has thus totally upended its Magic game to avoid things getting any worse, though the country hasn't benefitted all that much from that. The chorus is gone, the communions are tougher to build, and the castles are now taller to compensate. In a way, Man has become something like yesterday's Ulm, though with worse troops and more magic variety; even Man knows it can't abstain from Magic entirely.
National Features
| Race | Military | Magic Access | Priests | Buildings |
|---|---|---|---|---|
| Humans Neutral Temperature | Versatile Infantry Crossbows Knights Sacred Stealthy Hvy. Crossbowmen | Summons: , 25% each) Hero: | Average ( | Starts with a Grand Citadel |
Capital Income: 2
, 2
The Curse
The Curse on Man is somewhat minor, and doesn't actually happen in Man Proper. Sometime after your tenth turn (there's about a 5% chance of it happening each turn), you get a rumor about the "Old Ways" still being a thing in a province neighboring your capital, starting an event chain where a girl will be found with the Old Magic; you can either send a Magister of Theology to the province to kill the girl for a Mistletoe Garland, or send a Magister Arcane to cautiously follow the girl into the woods. Through searching, your Magister Arcane can be assassinated by a Werewolf and/or a Vine Ogre, find a single Glen of Verdant Greenery that gives 1
a turn, and/or get a Handful of Acorns. Eventually he'll find and recruit the girl, as a Daughter of Avalon with
1
1100%![]()
; the ultimate cost of this is 10% of the local units being cursed, and/or the province itself being cursed with a literal Cursed Lands site, which will curse 2% of the local units each turn. This event chain happens in multiple steps, and might even repeat in the same province (but never in a different province). It also increases
Magic and
Growth scales, while killing the girl decreases them.
The capital of Man has chosen to suppress the "Old Ways" to suppress the Curse; for this reason, Man loses
Nature Gems,
Earth Gems, and
Astral Pearls at a slightly-faster rate than other nations with
Drain Scales (when it has those scales), through random events.
Capital Special Sites
| The Forest of Avalon | |
|---|---|
| Enables recruitment of: Lord Warden Warden Produces: 2 per turn 2 per turn |
Units
Commanders
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Royal Forester | | A Scout that doubles as a cheap Patroller. |
| Castellan | Your standard milquetoast Leader. | |
| Judge | 25% | Your Overseer commander, Good at patrolling. can be made without a lab, and you do want a few to hopefully get that Death random. Helps They are only one rec point each. |
| Magister of Theology | | National Priest. Can bless your Wardens during expansion. |
| Bishop | | Older Priest, better at the blessing, Banishing the unholy, and boost others bravery. |
| Magister | 50% 25% | This Guy Read lots of books and became multitalented(all the book smarts) He builds your Grand Citadels, Spy on enemies, and further your magic research. Don't need a lab to make, but need one to spend the research points. |
| Magister Arcane | | Your main mage, Creating communions of old men with 4 to 5 paths. Having Earth in the mix counteracts that Encumbrance with Summon Earthpower |
| Lord Warden | | Commander of your Wardens stealth raids, and also a 80ld to make lines. |
Troops
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Spearman | Unchanged from the Middle Ages, which sucks since they were mediocre back then. | |
| Longspear | Slightly better armor than their shorter-Spear peers, as if that's a condolence to their generic stats. | |
| Axeman | Half-decent Medium Infantry with weird equipment choices. | |
| Heavy Axeman | Axemen in sorta-Heavy Infantry form. | |
| Light Archer | You have many improvements over these guys, but these guys are still the cheapest.. | |
| Crossbowman | Light Archers with the standard Ranged weaponry kit of the Age (a Crossbow and semi-passable armor). | |
| Tower Guard | | Man has a lot of these "mixed" troops that can serve either in the melee or at range. Having Crossbowmen that won't die to enemy fire is neat, too. |
| Forester | | Meant to join the Royal Foresters or the Lord Wardens in whatever they're doing, but probably not strong enough for the Late Ages. |
| Longbowman | Crossbowmen are probably a better investment, unless you plan on using Flaming Arrows. | |
| Defender | | +1 Tower Guards. |
| Warden | | Even the Wardens have Crossbows now. Gosh. There aren't many Sacred ranged attackers, so you can take advantage of the Farshot Bless and nefarious weapon blesses with these guys. Defenders will be better at range in most situations, however. Not counting the lack of shields, these guys are still your best infantry. |
| Tower Knight | Mounted | Pretty-decent Knights, though you should carefully consider when to use them (seeing how your Crossbowmen might do a number on them accidentally). |
Heroes
| Sprite | Unit Name | Magic | Special Attributes | Comments |
|---|---|---|---|---|
| Bernlad - Green Knight | Mounted | A Light thug chassi. | |
| Lord Ruthven - Vampire Lord Hero turn arrival limit: 5 | | | Gets a Vampire Lord early on if lucky. quickest way to break into blood without a pretender. |
Magic
Magic Access
This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in MelficeBelmont's Boosting and Access Guide. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.
National Magic & Summons
- Summon Black Dogs,
2 Conj2 8
, (
Black Dogx20). Requires a Bean Sidhe to cast. These are stealthy animals, with very little survivability. However, if massed, these fey beasts can deal noticeable damage to lightly armored opponents. They Do their best work when Darkness is cast. Get 3.6 sige strength more then the equivalent in reanimated long dead (double check math).
- Summon Cu Sidhe:
2 Conj3 6
, (
Cu Sidhex7). The Cu Sidhe is a size 3 sacred elvish dog. Their prot and MR are surprisingly high for animals, and their higher hp and decent damage attack can mitigate their low attack density. However, they remain a questionable use of N gems in most situations, lacking the glamour and high def skill which makes your other elf troops strong, and still possessing all the same weaknesses. If you're running a heavy bless, access to summonable sacreds from a fairly gem and mage-turn efficient spell can give them a role, but they are probably best avoided.
- Summon Barghests,
2 Conj2 7
, (
Barghestx9). which is basically a stronger version of Black Dogs. It does come later but costs a single gem less. This spell summons improved Black Dogs and Cu Sidhe, which come with defense and protection inferior for the price. However, these hounds can curse enemy units, and do 18 damage + poisonous bites. These creatures can perform decent flanking maneuvers in the midgame but are also relatively easy to amass though this is the Late age and your death gem economy will get a hard time getting off the ground and being saved up to climb death.
- Summon Bean Sidhe,
1 Conj5 25
, (
Bean Sidhex1). The spooky banshee is a herald of death, cursing one foe each battle (if you don't have her cast spells). She is also a capable Assassin, given her Etherealness and Fear aura, though she may require some proper equipment. For most, however, the biggest draw for her is her paths:
1
1
1100%


offers an opportunity to climb the Death ladder, to say nothing of the ability to sweep enemy armies with Wailing Winds. Of course, it might take you 100
or more to get the Bean Sidhe with the right paths, while empowering a
1 Judge for the role costs 50
30
; the Bean is less likely to die in some freak accident, however.
The dogs are copied directly from MA Man - write original descriptions to account for differences in viability/use between ages, perhaps?
Notable Generic Magic
Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are Foul Vapors for MA C'tis, Horde of Skeletons + Sabbath Master/Sabbath Slave for the Niefelheim line of nations, Mother Oak for the Pangaeas, Wailing Winds access, etc. For broader advice on magic use, link to Not-Lola's Basic Magic Use Guide.
This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.
Magic Items
//List and describe any unique national items or discounts in this section, discuss and compare with similar generic items.
Also discuss generic items that are useful and accessible for the nation. These may include://
- Thug gear (if the nation has good thugs)
- Research boosters (particularly if the nation needs help researching or is already very good at researching)
- Other items that synergize with the nation (e.g. Dwarven Hammers for MA Ulm)
National Items
National Discount Items
Generic Items
Strategy
Power Curve
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.
Expansion Strategies
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
Example Pretender Builds
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
See More
| Nations | |
|---|---|
| Early Ages | |
| Middle Ages | |
| Late Ages | |

