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midgard-la [2023/11/07 22:02]
fenrir [Magic Access] mentioned the Dorfs of Directions
midgard-la [2024/03/19 14:35] (current)
joste
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 {{ :nations:flags:la_midgard.png?nolink|}}  {{ :nations:flags:la_midgard.png?nolink|}} 
  
-====== Midgård, Age of Men  ======+====== LA Midgård, Age of Men  ======
  
 ===== Lore ===== ===== Lore =====
  
-//In-game nation description.// -- Nation Description+//"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."// -- Illwinter 
  
-//The in-game nation description is acceptable here (please note the source like above if you are directly copying a passage)but custom-written version of the lore that incorporates insights from commander/hero descriptions and the Dominions 5 manual also works it helps to keep things concise! A link to related nations in earlier or later ages fits here too.// +In the distant, misty past, Midgård was known as [[Vanheim]]. This was the dominion of the Vanir, descendants of long-absent Titans blessed with innate magic. The Vanir were once taken in by other Titans known as the [[https://en.wikipedia.org/wiki/%C3%86sir|Aesir]]and led into war with the Giants of [[Niefelheim-ea|Niefelheim]]; they ended up fighting the [[https://en.wikipedia.org/wiki/J%C3%B6tunn|Jotunar]], while the Aesir fought and ultimately lost against the Jotunar's icy ancestors. In [[vanheim-ea|those days]] the Vanir were filled with vigor and pride, and wouldn't just fight one group at a time; they also feuded among their kin in [[Helheim-ea|Helheim]] over petty squabbles, and they frequently raided the lands of mankind to take serfs. Near the turning of the Ages, some even fought with distant [[rus-ea|Rus]] and became [[vanarus-ma|Lords of the land]].
  
-===== General Overview =====+Even by the [[Vanheim-ma|Middle Ages]], the Vanir were demographically spent. They no longer had the numbers to wage war against humanity, and they became outnumbered in their own lands. Humanity knew it had moved into sacred ground, however, and knelt to the Vanir as if they were living gods. As the only beings with a connection to the enchanted land, the Vanir were still its only mages, priests, and sovereigns. Humans were their pawns, and occasionally their guinea pigs for charms of strength, which had [[Berserker|unsightly]] [[Shapechanger|side-effects]].
  
-//This should be a brief overview of a nation's strengths and weaknesses and a short hook for what makes this nation cool and why people should play it. Some useful points to include might be:// +Now the land has changed. The great heroes of the Vanir are all-but-gone, either on their own terms or due to the burden of time. Feeling exposed and possibly unworthy of the top spot in society, the remaining Vanjarls have turned to humans for answers and advice, and have let some especially-talented humans assume their rank. They even let some humans into their priesthood, joining them in appeals to whichever God shall lead them. On their own, some humans have surveyed the land and uncovered whatever secrets have stuck around, with few claiming stronger magic than what the Vanjarls boast of; the land is essentially theirs, hence the change in name. 
-  * //Mage quality and magic access// + 
-  * //Unit quality// +In real mythology, Midgård is Earth, or at least the portions of it inhabited by humansThe [[https://en.wikipedia.org/wiki/Vanir|Vanir]] (Anglicized as "Wanes") started as a different pantheon of gods from that of the Æsir, known for their sorcery and associated with fertility; the Æsir either took offense to their magic or were jealous of it, and fought the Vanir to a standstill settled by the union of their families. 
-  * //Playstylearchetype and power curve// +===== General Overview =====
-  * //Cool and useful summons// +
-  * //Unique mechanics//+
  
-//Many of these points will be elaborated upon in later sectionsso avoid going into too much detail here.//+A nation with plenty of cool tricks. Its armies are the same as MA Vanheim's, but it has a lot more mages; all of Vanheim's mages required Temples along with Labs, and the off-fort mages were all light thugs that cost a lot more than their magic skills were worth. Midgård does have fewer "thuggable" mages than previous incarnations, but it still has more than the vast majority of nations in the Late Ageslet alone "thuggable" mages who can fly around the map during the [[turn-order|magic phase]]. The Galdermen are especially-interesting ones, since those with [[Blood]] can be used as turbo-communion batteries due to their [[Regeneration]].
  
 ===== National Features ===== ===== National Features =====
midgard-la.1699394556.txt.gz · Last modified: 2023/11/07 22:02 by fenrir