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nations-ea [2021/12/09 21:44]
fenrir rewrote Abysia's section, did a couple touchups in other places
nations-ea [2023/09/21 04:31] (current)
fenrir mentioned some missing details like Pangaea's Blood Sacrifice, and moved "Sacrifice" to be next to the Holy level
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 ====== Nations of the Early Ages ====== ====== Nations of the Early Ages ======
  
-**The Early Ages** (also known as the Early Age, or EA) is the First of Three [[Ages|eras]] that one can set their Ascension War in. The world has just exited an era of legends and myth, where overpowered and unrefined forces walked upon the Earth, leaving thirty-three factions that one can choose to helm or conquer.+**The Early Ages** (EA) is one of three [[Ages|eras]] that the Player can set their game in.  
 + 
 +EA is defined by bronze age technology and a high level of magic in the world. Compared to games set in the Middle Ages (MA) or the Late Ages (LA), EA games have the highest level mages, the most magic sites, the lowest populations, and the highest prevalence of mythical beings.  
 + 
 +//The world has just exited an era of legends and myth, where overpowered and unrefined forces walked upon the Earth, leaving thirty-three factions that one can choose to helm or conquer. 
 +// 
 + 
 + 
 + 
  
 <WRAP box round> <WRAP box round>
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 <WRAP column>[[ulm-ea|{{:nations:flags:ea_ulm.png?nolink}}]]</WRAP> <WRAP column>[[ulm-ea|{{:nations:flags:ea_ulm.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>E2N2}}\\ {{path>F1A1W1D1}}\\ {{path>H1}}\\ **Gems:** \\ {{gems>3E1D2N}}\\ {{:misc:scales:cold.png?15&nolink}} Cold 1\\ Bonus Resources </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>E2N2}}\\ {{path>F1A1W1D1}}\\ {{path>H1}}\\ **Gems:** \\ {{gems>3E1D2N}}\\ {{:misc:scales:cold.png?15&nolink}} Cold 1\\ Bonus Resources </WRAP></WRAP>
-<WRAP column half>Ulm is based on the Germanic tribes that were Rome's enemies for half a millennium. Like its eternal enemy (Ermor), Ulm has access to Iron, though the tribal nation doesn't use a lot of armor. The nation instead focuses on having skilled and versatile troops, which can be picked up from adverse terrains such as Forests and Mountains without forts. Ulm prefers raids with bands of cheap and Stealthy fighters, which can outflank enemy armies and take advantage of their poorly-defended conquests. On the Magic end, Ulm has a thin but broad shamanic tradition; its Shamans can raise well-armed fallen warriors in battle, and its Warrior Smiths get a discount on the wide array of magic weapons they can procure.</WRAP><WRAP>{{:nations:ea:ulm:warrior-chief.png?nolink}}\\ {{:nations:ea:ulm:steel_warrior.png?nolink}}\\ {{:nations:ea:ulm:shield_maiden.png?nolink}}\\ {{:nations:ea:ulm:antlered_shaman.png?nolink}} {{:nations:ea:ulm:warrior_smith.png?nolink}}+<WRAP column half>Ulm is based on the Germanic tribes that were Rome's enemies for half a millennium. Like its eternal enemy (Ermor), Ulm has access to Iron, though the tribal nation doesn't use a lot of armor. The nation instead focuses on having skilled and versatile troops, which can be picked up from adverse terrains such as Forests and Mountains without forts. Ulm prefers raids with bands of cheap and Stealthy fighters, which can outflank enemy armies and take advantage of their poorly-defended conquests. On the Magic end, Ulm has a thin but broad tradition; its Shamans can raise well-armed fallen warriors in battle, and its Warrior Smiths get a discount on the wide array of magic weapons they can procure.</WRAP><WRAP>{{:nations:ea:ulm:warrior-chief.png?nolink}}\\ {{:nations:ea:ulm:steel_warrior.png?nolink}}\\ {{:nations:ea:ulm:shield_maiden.png?nolink}}\\ {{:nations:ea:ulm:antlered_shaman.png?nolink}} {{:nations:ea:ulm:warrior_smith.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[marverni-ea|Marverni, Time of Druids]]</WRAP> <WRAP startpage_col_head>[[marverni-ea|Marverni, Time of Druids]]</WRAP>
 <WRAP column>[[marverni-ea|{{:nations:flags:ea_marverni.png?nolink}}]]</WRAP> <WRAP column>[[marverni-ea|{{:nations:flags:ea_marverni.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>E3S3}}\\ {{path>N2W1}}\\ {{path>H2}}\\ **Gems:** \\ {{gems>2E3S1N}}\\ Cheap Temples\\ Blood Sacrifice </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>E3S3}}\\ {{path>N2W1}}\\ {{path>H2}} + Sacrifice\\ **Gems:** \\ {{gems>2E3S1N}}\\ Cheap Temples \\ Tattoos </WRAP></WRAP>
 <WRAP column half>Marverni is a tribal confederation based on the Gauls, another 500-year enemy of Rome. There are five distinct tribes in this nation, and four of them have their own Magic Tattoo that grants them Invulnerability and increased stats when Awakened. It's possibly because of this that most warriors in the confederation choose to fight bare-chested, even though the namesake tribe supposedly invented chainmail. As the nation's tagline implies, Marverni is also spearheaded by the Druids, Priestly Mages who read the signs of the earth and the skies. The Stargazers of the Tattoo-less tribe can serve as cheap support for the elder statesmen and powerbrokers of the nation, especially in battle. They have pretty-great Boars, too.</WRAP><WRAP>{{:nations:ea:marverni:marverni_bare_chested_warrior.png?nolink}}\\ {{:nations:ea:marverni:gutuater.png?nolink}}\\ {{:nations:ea:marverni:elder_druid.png?nolink}}\\ {{:nations:ea:marverni:great_boar_of_carnutes.png?nolink}} <WRAP column half>Marverni is a tribal confederation based on the Gauls, another 500-year enemy of Rome. There are five distinct tribes in this nation, and four of them have their own Magic Tattoo that grants them Invulnerability and increased stats when Awakened. It's possibly because of this that most warriors in the confederation choose to fight bare-chested, even though the namesake tribe supposedly invented chainmail. As the nation's tagline implies, Marverni is also spearheaded by the Druids, Priestly Mages who read the signs of the earth and the skies. The Stargazers of the Tattoo-less tribe can serve as cheap support for the elder statesmen and powerbrokers of the nation, especially in battle. They have pretty-great Boars, too.</WRAP><WRAP>{{:nations:ea:marverni:marverni_bare_chested_warrior.png?nolink}}\\ {{:nations:ea:marverni:gutuater.png?nolink}}\\ {{:nations:ea:marverni:elder_druid.png?nolink}}\\ {{:nations:ea:marverni:great_boar_of_carnutes.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[sauromatia-ea|Sauromatia, Amazon Queens]]</WRAP> <WRAP startpage_col_head>[[sauromatia-ea|Sauromatia, Amazon Queens]]</WRAP>
 <WRAP column>[[sauromatia-ea|{{:nations:flags:ea_sauromatia.png?nolink}}]]</WRAP> <WRAP column>[[sauromatia-ea|{{:nations:flags:ea_sauromatia.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>D4}}\\ {{path>N2B2}}\\ {{path>W1S1}}\\ {{path>H1}}\\ **Gems:** \\ {{gems>1W3D1N2B}}\\ Blood Sacrifice </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>D4}}\\ {{path>N2B2}}\\ {{path>W1S1}}\\ {{path>H1}} + Sacrifice\\ **Gems:** \\ {{gems>1W3D1N2B}}\\ Tattoos </WRAP></WRAP>
 <WRAP column half>Sauromatia is based on the Scythians, generally going off the stories of Greek historians who claimed to know it all. It's quite different from most other nations, being mainly female and mainly mounted (on horseback or serpentback). Raiding with your horse-bros and Amazonian horse-girls is very easy, as even your lowliest rider is better than two or three of the average Human infantryman of the Early Ages. Even those on-foot are dangerous, wielding either poison-tipped arrows or hordes of ancestral spirits. Male Fortune-Tellers who can also serve a Communion are a dime a dozen, while ancient Witch-Kings and Hydras are priceless. Don't ask how the Witch-Kings got so strong; they can't remember.</WRAP><WRAP>{{:nations:ea:sauromatia:sauromatian_manflayer.png?nolink}}\\ {{:nations:ea:sauromatia:oiorpata.png?nolink}}\\ {{:nations:ea:sauromatia:witch_king.png?nolink}} <WRAP column half>Sauromatia is based on the Scythians, generally going off the stories of Greek historians who claimed to know it all. It's quite different from most other nations, being mainly female and mainly mounted (on horseback or serpentback). Raiding with your horse-bros and Amazonian horse-girls is very easy, as even your lowliest rider is better than two or three of the average Human infantryman of the Early Ages. Even those on-foot are dangerous, wielding either poison-tipped arrows or hordes of ancestral spirits. Male Fortune-Tellers who can also serve a Communion are a dime a dozen, while ancient Witch-Kings and Hydras are priceless. Don't ask how the Witch-Kings got so strong; they can't remember.</WRAP><WRAP>{{:nations:ea:sauromatia:sauromatian_manflayer.png?nolink}}\\ {{:nations:ea:sauromatia:oiorpata.png?nolink}}\\ {{:nations:ea:sauromatia:witch_king.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP column>[[machaka-ea|{{:nations:flags:ea_machaka.png?nolink}}]]</WRAP> <WRAP column>[[machaka-ea|{{:nations:flags:ea_machaka.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>F3E3D3N3}}\\ {{path>H2}}\\ **Gems:** \\ {{gems>1F2E1D2N}}\\ {{:misc:scales:heat.png?15&nolink}} Heat 2 </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>F3E3D3N3}}\\ {{path>H2}}\\ **Gems:** \\ {{gems>1F2E1D2N}}\\ {{:misc:scales:heat.png?15&nolink}} Heat 2 </WRAP></WRAP>
-<WRAP column half>Machaka in the Early Ages is a Kingdom of totemic clans, sorta based on African myths. The Kingdom is led by a group of Half-Giant individuals known by outsiders as the Colossi, who married into the Lion Clan and became its royal family. Each clan has its own specialty; Lion has the Colossi and the Morale-increasing status, of course, but Rhino has good armor, while Spider has Poisoned armaments and colossal spider mounts. Spider Clan guys like to act covertly with their underhanded maneuvers, but the heads of the Hyena Clan are outwardly devilish in spite of their gifts. Last-but-not-least are the Elephant Clan's titanic trusty steeds.</WRAP><WRAP> {{:nations:ea:machaka:lion_warrior.png?nolink}} {{:nations:ea:machaka:lion_queen.png?nolink}}\\ {{:nations:ea:machaka:bouda.png?nolink}} {{:nations:ea:machaka:spider_clan_witch_doctor.png?nolink}} {{:nations:ea:machaka:voice_of_spider.png?nolink}}\\ {{:nations:ea:machaka:elephant.png?nolink}} {{:nations:ea:machaka:pygmy.png?nolink}}+<WRAP column half>Machaka in the Early Ages is a Kingdom of totemic clans, sort of based on African myths. The Kingdom is led by a group of Half-Giant individuals known by outsiders as the Colossi, who married into the Lion Clan and became its royal family. Each clan has its own specialty; Lion has the Colossi and the Morale-increasing status, of course, but Rhino has good armor, while Spider has Poisoned armaments and colossal spider mounts. Spider Clan guys like to act covertly with their underhanded maneuvers, but the heads of the Hyena Clan are outwardly devilish in spite of their gifts. Last-but-not-least are the Elephant Clan's titanic trusty steeds.</WRAP><WRAP> {{:nations:ea:machaka:lion_warrior.png?nolink}} {{:nations:ea:machaka:lion_queen.png?nolink}}\\ {{:nations:ea:machaka:bouda.png?nolink}} {{:nations:ea:machaka:spider_clan_witch_doctor.png?nolink}} {{:nations:ea:machaka:voice_of_spider.png?nolink}}\\ {{:nations:ea:machaka:elephant.png?nolink}} {{:nations:ea:machaka:pygmy.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[mictlan-ea|Mictlan, Reign of Blood]]</WRAP> <WRAP startpage_col_head>[[mictlan-ea|Mictlan, Reign of Blood]]</WRAP>
 <WRAP column>[[mictlan-ea|{{:nations:flags:ea_mictlan.png?nolink}}]]</WRAP> <WRAP column>[[mictlan-ea|{{:nations:flags:ea_mictlan.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>B3}}\\ {{path>F2W2S2N2}}\\ {{path>H3}}\\ **Gems:** \\ {{gems>2F1W1S1N3B}}\\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Blood Sacrifice </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>B3}}\\ {{path>F2W2S2N2}}\\ {{path>H3}} + Sacrifice\\ **Gems:** \\ {{gems>2F1W1S1N3B}}\\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Faithless People </WRAP></WRAP>
 <WRAP column half>Mictlan is an Aztec-themed nation named after the Aztec Underworld, and is about as Aztec as you can imagine. Holding true to the Nahuatl mythology that the Aztecs abided by, Mictlan operates under the assumption that everything will fall apart if they don't pour Blood out for the boys in the Heavens. Only two things will spread the Blood Cult's influence, Blood Sacrifice and the physical presence of their God, and the latter is somehow less effective than it is for other Gods from other nations. This panic makes the Blood & Fire Blesses of Mictlan's Pretender stronger; you don't need to lead them with Fire & Blood, but their wide array of Sacred warriors and Summons appreciates powerful Blessings.</WRAP><WRAP> {{:nations:ea:mictlan:jaguar_warrior.png?nolink}} {{:nations:ea:mictlan:sun_warrior.png?nolink}} {{:nations:ea:mictlan:eagle_warrior.png?nolink}}\\ {{:nations:ea:mictlan:high_priest_of_the_sun.png?nolink}} {{:nations:ea:mictlan:priest_king.png?nolink}} {{:nations:ea:mictlan:rain_priest.png?nolink}} {{:nations:ea:mictlan:moon_priest.png?nolink}}\\ {{:nations:ea:mictlan:ozelotl.png?nolink}}  {{:nations:ea:mictlan:jade_serpent.png?nolink}} <WRAP column half>Mictlan is an Aztec-themed nation named after the Aztec Underworld, and is about as Aztec as you can imagine. Holding true to the Nahuatl mythology that the Aztecs abided by, Mictlan operates under the assumption that everything will fall apart if they don't pour Blood out for the boys in the Heavens. Only two things will spread the Blood Cult's influence, Blood Sacrifice and the physical presence of their God, and the latter is somehow less effective than it is for other Gods from other nations. This panic makes the Blood & Fire Blesses of Mictlan's Pretender stronger; you don't need to lead them with Fire & Blood, but their wide array of Sacred warriors and Summons appreciates powerful Blessings.</WRAP><WRAP> {{:nations:ea:mictlan:jaguar_warrior.png?nolink}} {{:nations:ea:mictlan:sun_warrior.png?nolink}} {{:nations:ea:mictlan:eagle_warrior.png?nolink}}\\ {{:nations:ea:mictlan:high_priest_of_the_sun.png?nolink}} {{:nations:ea:mictlan:priest_king.png?nolink}} {{:nations:ea:mictlan:rain_priest.png?nolink}} {{:nations:ea:mictlan:moon_priest.png?nolink}}\\ {{:nations:ea:mictlan:ozelotl.png?nolink}}  {{:nations:ea:mictlan:jade_serpent.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[abysia-ea|Abysia, Children of Flame]]</WRAP> <WRAP startpage_col_head>[[abysia-ea|Abysia, Children of Flame]]</WRAP>
 <WRAP column>[[abysia-ea|{{:nations:flags:ea_abysia.png?nolink}}]]</WRAP> <WRAP column>[[abysia-ea|{{:nations:flags:ea_abysia.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>F4}}\\ {{path>B2E1S1}}\\ {{path>H3}}\\ **Gems:** \\ {{gems>6F}}\\ {{:misc:scales:heat.png?15&nolink}} Heat 3 \\ Blood Sacrifice </WRAP></WRAP> +<WRAP>**Paths:**\\ {{path>F4}}\\ {{path>B2E1S1}}\\ {{path>H3}} + Sacrifice\\ **Gems:** \\ {{gems>6F}}\\ {{:misc:scales:heat.png?15&nolink}} Heat 3 </WRAP></WRAP> 
-<WRAP column half>Abysia is a nation made of lava-men, by lava-men, for lava-men. Its people don't farm, since they're men made of lava; therefore, Growth and Death scales don't affect them that much. They're also too hot to use bronze, let alone flammable things or mounts; in gameplay terms, this limits them to primarily fielding heavily-armored infantry, guys that are incredibly hard for most early competitors to deal with, and makes them dependent on Resource-rich provinces like Caves. The best Abysians ignite without "kindling", and get even better in hot lands. Behind the scenes, some Abysians have unwittingly doomed their race in an effort to be more less one-note, but you won't see the downsides in this era.</WRAP><WRAP> {{:nations:ea:abysia:abysian_infantry.png?nolink}} {{:nations:ea:abysia:abysian_infantry_2.png?nolink}} {{:nations:ea:abysia:abysian_infantry_3.png?nolink}}\\ {{:nations:ea:abysia:anointed_of_rhuax.png?nolink}} {{:nations:ea:abysia:salamander.png?nolink}}\\ {{:nations:ea:abysia:burning_one.png?nolink}} {{:nations:ea:abysia:warlock.png?nolink}}\\ {{:nations:ea:abysia:misbred.png?nolink}}+<WRAP column half>Abysia is a nation made of lava-men, by lava-men, for lava-men. Its people don't farm, since they're men made of lava; therefore, Growth and Death scales don't affect them that much. They're also too hot to use bronze, let alone flammable things or mounts; in gameplay terms, this limits them to primarily fielding heavily-armored infantry, guys that are incredibly hard for most early competitors to deal with, and makes them dependent on Resource-rich provinces like Caves. The best Abysians ignite without "kindling", and get even better in hot lands. Behind the scenes, some Abysians have unwittingly doomed their race in an effort to be less one-note, but you won't see the downsides in this era.</WRAP><WRAP> {{:nations:ea:abysia:abysian_infantry.png?nolink}} {{:nations:ea:abysia:abysian_infantry_2.png?nolink}} {{:nations:ea:abysia:abysian_infantry_3.png?nolink}}\\ {{:nations:ea:abysia:anointed_of_rhuax.png?nolink}} {{:nations:ea:abysia:salamander.png?nolink}}\\ {{:nations:ea:abysia:burning_one.png?nolink}} {{:nations:ea:abysia:warlock.png?nolink}}\\ {{:nations:ea:abysia:misbred.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
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 <WRAP startpage_col_head>[[pangaea-ea|Pangaea, Age of Revelry]]</WRAP> <WRAP startpage_col_head>[[pangaea-ea|Pangaea, Age of Revelry]]</WRAP>
 <WRAP column>[[pangaea-ea|{{:nations:flags:ea_pangaea.png?nolink}}]]</WRAP> <WRAP column>[[pangaea-ea|{{:nations:flags:ea_pangaea.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>N4}}\\ {{path>W2E2B2}}\\ {{path>H2}}\\ **Gems:** \\ {{gems>6N}}\\ Cheap Temples \\ Pallisades </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>N4}}\\ {{path>W2E2B2}}\\ {{path>H2}} + Sacrifice\\ **Gems:** \\ {{gems>6N}}\\ Cheap Temples \\ Pallisades </WRAP></WRAP>
 <WRAP column half>Pangaea is a nation of "halfmen", forestfolk with bestial features. Blessed by Nature, they vehemently oppose civilization and most of its fruits, resulting in them being quite backwards in several areas. This doesn't harm them too badly in these Ages, where Man is still beast and tools are still poor; in fact, Nature can provide most of what Pangaea needs, including forts made of shrubs and women possessed with orgiastic fervor. Still, Pangaea is at its best when it fights guerilla wars, slipping satyrs and harpies through lands foolishly claimed by other factions. Its centaurs, minotaurs, and godlike Panii can brute-force engagements when they have to, but it's better to take advantage of where you excel when you can.  </WRAP><WRAP> {{:nations:ea:pangaea:satyr_sneak.png?nolink}} {{:nations:ea:pangaea:dryad_mother.png?nolink}} {{:nations:la:pythium:maenad.png?nolink}}\\ {{:nations:ea:pangaea:harpy.png?nolink}} {{:nations:ea:pangaea:centauride.png?nolink}}\\ {{:nations:ea:pangaea:minotaur.png?nolink}} {{:nations:ea:pangaea:pan.png?nolink}}  <WRAP column half>Pangaea is a nation of "halfmen", forestfolk with bestial features. Blessed by Nature, they vehemently oppose civilization and most of its fruits, resulting in them being quite backwards in several areas. This doesn't harm them too badly in these Ages, where Man is still beast and tools are still poor; in fact, Nature can provide most of what Pangaea needs, including forts made of shrubs and women possessed with orgiastic fervor. Still, Pangaea is at its best when it fights guerilla wars, slipping satyrs and harpies through lands foolishly claimed by other factions. Its centaurs, minotaurs, and godlike Panii can brute-force engagements when they have to, but it's better to take advantage of where you excel when you can.  </WRAP><WRAP> {{:nations:ea:pangaea:satyr_sneak.png?nolink}} {{:nations:ea:pangaea:dryad_mother.png?nolink}} {{:nations:la:pythium:maenad.png?nolink}}\\ {{:nations:ea:pangaea:harpy.png?nolink}} {{:nations:ea:pangaea:centauride.png?nolink}}\\ {{:nations:ea:pangaea:minotaur.png?nolink}} {{:nations:ea:pangaea:pan.png?nolink}} 
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[vanheim-ea|Vanheim, Age of Vanir]]</WRAP> <WRAP startpage_col_head>[[vanheim-ea|Vanheim, Age of Vanir]]</WRAP>
 <WRAP column>[[vanheim-ea|{{:nations:flags:ea_vanheim.png?nolink}}]]</WRAP> <WRAP column>[[vanheim-ea|{{:nations:flags:ea_vanheim.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>A4E3}}\\ {{path>B2F1D1}}\\ {{path>H2}}\\ **Gems:** \\ {{gems>3A3E}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 1\\ Blood Sacrifice </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>A4E3}}\\ {{path>B2F1D1}}\\ {{path>H2}} + Sacrifice\\ **Gems:** \\ {{gems>3A3E}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 1</WRAP></WRAP>
 <WRAP column half> Vanheim is the homeland of the Vanir, an elf-like race named after the second pantheon in Norse mythology. They have a very long history in the world, so long that even they can't recall most of the details. What we can deduce is that they descend from a race of godlike titans who lost a war with glacial Frost Giants in a bygone era, leading to their eternal grudge with the Frost Giants that remain. The Vanir share the "glamour" of the other elf-like races, but they suffer no additional pain from Iron and use it quite regularly. In fact, pain seems to push their finest warriors into a battle frenzy that few men of their stature can withstand. On the other hand, the Vanir and their leaders are notoriously expensive to recruit. They can also sail.</WRAP><WRAP> {{:nations:ea:vanheim:vanhere.png?nolink}} {{:nations:ea:vanheim:fay_boar.png?nolink}}\\ {{:nations:ea:vanheim:mounted_hirdman.png?nolink}}\\ {{:nations:ea:vanheim:vanadrott.png?nolink}}\\ {{:nations:ea:vanheim:dwarven_smith.png?nolink}} <WRAP column half> Vanheim is the homeland of the Vanir, an elf-like race named after the second pantheon in Norse mythology. They have a very long history in the world, so long that even they can't recall most of the details. What we can deduce is that they descend from a race of godlike titans who lost a war with glacial Frost Giants in a bygone era, leading to their eternal grudge with the Frost Giants that remain. The Vanir share the "glamour" of the other elf-like races, but they suffer no additional pain from Iron and use it quite regularly. In fact, pain seems to push their finest warriors into a battle frenzy that few men of their stature can withstand. On the other hand, the Vanir and their leaders are notoriously expensive to recruit. They can also sail.</WRAP><WRAP> {{:nations:ea:vanheim:vanhere.png?nolink}} {{:nations:ea:vanheim:fay_boar.png?nolink}}\\ {{:nations:ea:vanheim:mounted_hirdman.png?nolink}}\\ {{:nations:ea:vanheim:vanadrott.png?nolink}}\\ {{:nations:ea:vanheim:dwarven_smith.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[helheim-ea|Helheim, Dusk and Death]]</WRAP> <WRAP startpage_col_head>[[helheim-ea|Helheim, Dusk and Death]]</WRAP>
 <WRAP column>[[helheim-ea|{{:nations:flags:ea_helheim.png?nolink}}]]</WRAP> <WRAP column>[[helheim-ea|{{:nations:flags:ea_helheim.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>D4A3E3}}\\ {{path>F1B1}}\\ {{path>H2}}\\ **Gems:** \\ {{gems>1A1E4D}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 1\\ Blood Sacrifice</WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>D4A3E3}}\\ {{path>F1B1}}\\ {{path>H2}} + Sacrifice\\ **Gems:** \\ {{gems>1A1E4D}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 1</WRAP></WRAP>
 <WRAP column half> Helheim is a splinter state of Vanir, centered around the entrance to the Norse Underworld. The first Vanir chiefs to settle here made a pact with a dead god that they found, hanging themselves (like Odin) to pledge themselves to it in exchange for its secrets. The girls who pledged themselves were blessed with flight, and their leaders can even lift horses with their thighs. The divide between Vanheim and Helheim goes back far enough that Helheim's Vanir never learned to sail, and possibly even predates the conflict with the Frost Giants. Those who don't like how pricey Vanheim's Vanir are should steer clear of Helheim, however; Helheim's Vanir prefer even-more-expensive equipment, such as the fastest horses alive.</WRAP><WRAP> {{:nations:ea:helheim:draug.png?nolink}} {{:nations:ea:helheim:valkyrie.png?nolink}} \\ {{:nations:ea:helheim:helhirding.png?nolink}} {{:nations:ea:helheim:dis.png?nolink}}\\ {{:nations:ea:helheim:hangadrott.png?nolink}}\\ {{:nations:ea:helheim:svartalf.png?nolink}} <WRAP column half> Helheim is a splinter state of Vanir, centered around the entrance to the Norse Underworld. The first Vanir chiefs to settle here made a pact with a dead god that they found, hanging themselves (like Odin) to pledge themselves to it in exchange for its secrets. The girls who pledged themselves were blessed with flight, and their leaders can even lift horses with their thighs. The divide between Vanheim and Helheim goes back far enough that Helheim's Vanir never learned to sail, and possibly even predates the conflict with the Frost Giants. Those who don't like how pricey Vanheim's Vanir are should steer clear of Helheim, however; Helheim's Vanir prefer even-more-expensive equipment, such as the fastest horses alive.</WRAP><WRAP> {{:nations:ea:helheim:draug.png?nolink}} {{:nations:ea:helheim:valkyrie.png?nolink}} \\ {{:nations:ea:helheim:helhirding.png?nolink}} {{:nations:ea:helheim:dis.png?nolink}}\\ {{:nations:ea:helheim:hangadrott.png?nolink}}\\ {{:nations:ea:helheim:svartalf.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[niefelheim-ea|Niefelheim, Sons of Winter]]</WRAP> <WRAP startpage_col_head>[[niefelheim-ea|Niefelheim, Sons of Winter]]</WRAP>
 <WRAP column>[[niefelheim-ea|{{:nations:flags:ea_niefelheim.png?nolink}}]]</WRAP> <WRAP column>[[niefelheim-ea|{{:nations:flags:ea_niefelheim.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>W4D3B3}}\\ {{path>N2A1S1}}\\ {{path>H2}}\\ **Gems:** \\ {{gems>4W2D}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 3\\ Blood Sacrifice</WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>W4D3B3}}\\ {{path>N2A1S1}}\\ {{path>H2}} + Sacrifice\\ **Gems:** \\ {{gems>4W2D}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 3</WRAP></WRAP>
 <WRAP column half> Niefelheim is the glacial homeland of the Niefel, powerful direct descendants of the Rimtursar. While not recruitable, Niefel legends state that the Rimtursar defeated a race of gods in a bygone Age, only to all get slain by a god of thunder (Thor). Lesser descendants of the Rimtursar known as the Jotun have always been committed to calling forth the Illwinter, a Bloody Ice Age that might allow the Rimtursar to come back; however, Sorcerous Jotun hags known as the Gygjas have recently undercut the Jotun Priests in favor of the Niefel, binding most of the old Priests with a lycanthropic curse. For now, the Niefel are the tallest and strongest in the land, especially in lands claimed by Niefelheim's spreading cold.</WRAP><WRAP>  {{:nations:ea:niefelheim:jotun_skratti.png?nolink}} {{:nations:ea:niefelheim:gygja.png?nolink}}\\ {{:nations:ea:niefelheim:niefel_giant.png?nolink}} {{:nations:ea:niefelheim:niefel_jarl.png?nolink}} <WRAP column half> Niefelheim is the glacial homeland of the Niefel, powerful direct descendants of the Rimtursar. While not recruitable, Niefel legends state that the Rimtursar defeated a race of gods in a bygone Age, only to all get slain by a god of thunder (Thor). Lesser descendants of the Rimtursar known as the Jotun have always been committed to calling forth the Illwinter, a Bloody Ice Age that might allow the Rimtursar to come back; however, Sorcerous Jotun hags known as the Gygjas have recently undercut the Jotun Priests in favor of the Niefel, binding most of the old Priests with a lycanthropic curse. For now, the Niefel are the tallest and strongest in the land, especially in lands claimed by Niefelheim's spreading cold.</WRAP><WRAP>  {{:nations:ea:niefelheim:jotun_skratti.png?nolink}} {{:nations:ea:niefelheim:gygja.png?nolink}}\\ {{:nations:ea:niefelheim:niefel_giant.png?nolink}} {{:nations:ea:niefelheim:niefel_jarl.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[hinnom-ea|Hinnom, Sons of the Fallen]]</WRAP> <WRAP startpage_col_head>[[hinnom-ea|Hinnom, Sons of the Fallen]]</WRAP>
 <WRAP column>[[hinnom-ea|{{:nations:flags:ea_hinnom.png?nolink}}]]</WRAP> <WRAP column>[[hinnom-ea|{{:nations:flags:ea_hinnom.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>F3E3S3B3}}\\ {{path>A2N2D1}}\\ {{path>H1}}\\ **Gems:** \\ {{gems>2F2E1S2B}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2 \\ Blood Sacrifice </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>F3E3S3B3}}\\ {{path>A2N2D1}}\\ {{path>H1}} + Sacrifice\\ **Gems:** \\ {{gems>2F2E1S2B}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2 </WRAP></WRAP>
 <WRAP column half> Hinnom is a Canaanite-themed nation of Half-Giants that were taught a bit too much. Six Angels came down to do the teaching, but they ended up sleeping with their students and siring the Nephilim, godlike affronts to both the world and the Heavenly Powers. The all-male Nephilim sired all-male children known as the Rephaim with the Half-Giants, and then left Hinnom because they were bored with being overpowered. Now the Rephaim have realized some of their fathers' powers and appetites, the latter of which is an honest-to-God disaster since they will eat literally anything and everything around them, but the former of which is pretty handy. Keep them away from your taxpayers, and you'll be mostly fine!</WRAP><WRAP> {{:nations:ea:hinnom:avvite_charioteer.png?nolink}} \\ {{:nations:ea:hinnom:melqart.png?nolink}} {{:nations:ea:hinnom:kohen.png?nolink}} <WRAP column half> Hinnom is a Canaanite-themed nation of Half-Giants that were taught a bit too much. Six Angels came down to do the teaching, but they ended up sleeping with their students and siring the Nephilim, godlike affronts to both the world and the Heavenly Powers. The all-male Nephilim sired all-male children known as the Rephaim with the Half-Giants, and then left Hinnom because they were bored with being overpowered. Now the Rephaim have realized some of their fathers' powers and appetites, the latter of which is an honest-to-God disaster since they will eat literally anything and everything around them, but the former of which is pretty handy. Keep them away from your taxpayers, and you'll be mostly fine!</WRAP><WRAP> {{:nations:ea:hinnom:avvite_charioteer.png?nolink}} \\ {{:nations:ea:hinnom:melqart.png?nolink}} {{:nations:ea:hinnom:kohen.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[berytos-ea|Berytos, The Phoenix Empire]]</WRAP> <WRAP startpage_col_head>[[berytos-ea|Berytos, The Phoenix Empire]]</WRAP>
 <WRAP column>[[berytos-ea|{{:nations:flags:ea_berytos.png?nolink}}]]</WRAP> <WRAP column>[[berytos-ea|{{:nations:flags:ea_berytos.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>F3A3W3B3}}\\ {{path>E2S1}}\\ {{path>H2}}\\ **Gems:** \\ {{gems>2F3A2B}} \\ Blood Sacrifice \\ Sea Trade </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>F3A3W3B3}}\\ {{path>E2S1}}\\ {{path>H2}} + Sacrifice\\ **Gems:** \\ {{gems>2F3A2B}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Sea Trade </WRAP></WRAP>
 <WRAP column half> Berytos is the closest thing to Carthage and the Phoenician city-states that Dominions has to offer. It's a former colony of a Kingdom from the previous era, which was sunk beneath the waves when its physical gods flexed their hubris a bit too far. Though it maintained the Kingdom's old legacy and even spread it to distant shores, Berytos still had to replace its evidently-dead pantheon -- luckily, some Kings from Hinnom have graciously filled the void. The new priesthood is led by former Lion Queens, who fled Machaka with some of their sons and have now pledged themselves as "Brides-in-Waiting" to the new gods. These half-Giants and their bigger lords are much appreciated in the nation of seafaring merchants.</WRAP><WRAP> {{:nations:ea:berytos:berytian_captain.png?nolink}} {{:nations:ea:berytos:berytian_archer.png?nolink}} {{:nations:ea:berytos:berytian_elite_soldier.png?nolink}} {{:nations:ea:berytos:storm_caller.png?nolink}}\\ {{:nations:ea:berytos:colossi_warrior.png?nolink}} {{:nations:ea:berytos:bride-in-waiting.png?nolink}}\\  <WRAP column half> Berytos is the closest thing to Carthage and the Phoenician city-states that Dominions has to offer. It's a former colony of a Kingdom from the previous era, which was sunk beneath the waves when its physical gods flexed their hubris a bit too far. Though it maintained the Kingdom's old legacy and even spread it to distant shores, Berytos still had to replace its evidently-dead pantheon -- luckily, some Kings from Hinnom have graciously filled the void. The new priesthood is led by former Lion Queens, who fled Machaka with some of their sons and have now pledged themselves as "Brides-in-Waiting" to the new gods. These half-Giants and their bigger lords are much appreciated in the nation of seafaring merchants.</WRAP><WRAP> {{:nations:ea:berytos:berytian_captain.png?nolink}} {{:nations:ea:berytos:berytian_archer.png?nolink}} {{:nations:ea:berytos:berytian_elite_soldier.png?nolink}} {{:nations:ea:berytos:storm_caller.png?nolink}}\\ {{:nations:ea:berytos:colossi_warrior.png?nolink}} {{:nations:ea:berytos:bride-in-waiting.png?nolink}}\\ 
 {{:nations:ea:berytos:shed.png?nolink}} {{:nations:ea:berytos:berytian_lancer.png?nolink}} {{:nations:ea:berytos:shed.png?nolink}} {{:nations:ea:berytos:berytian_lancer.png?nolink}}
Line 183: Line 192:
 <WRAP startpage_col_head>[[xibalba-ea|Xibalba, Vigil of the Sun]]</WRAP> <WRAP startpage_col_head>[[xibalba-ea|Xibalba, Vigil of the Sun]]</WRAP>
 <WRAP column>[[xibalba-ea|{{:nations:flags:ea_xibalba.png?nolink}}]]</WRAP> <WRAP column>[[xibalba-ea|{{:nations:flags:ea_xibalba.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>D4B4}}\\ {{path>F2E2N2A1}}\\ {{path>H2}}\\ **Gems:** \\ {{gems>3F1E2D}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Blood Sacrifice </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>D4B4}}\\ {{path>F2E2N2A1}}\\ {{path>H2}} + Sacrifice\\ **Gems:** \\ {{gems>3F1E2D}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 </WRAP></WRAP>
 <WRAP column half> There are apparently two different subterranean systems in the Dominions 5 world, and the second of these is the Mayan-themed "underworld" of Xibalba. The previous Pantokrator figured that sending the Sun and the Moon through here when they weren't needed was a cool idea, so he emptied Xibalba of everything except for a race of diligent bat-people known as the Zotz. While he was banking on the Zotz never growing attached to the Sun since their eyes are bad, he forgot that they were cold-blooded like the Pale Ones. Oh well, it's the Pretenders' problem now. The Zotz are kind of pathetic, but they're incredibly cheap & excellent at Blood Hunts. The reemerging local Bat-Demons love their purity-sniffing talents.</WRAP><WRAP> {{:nations:ea:xibalba:xibalban_warrior.png?nolink}} {{:nations:ea:xibalba:sun_guide.png?nolink}}\\ {{:nations:ea:xibalba:camazotz.png?nolink}} {{:nations:ea:xibalba:ah_k_in_kan_ek_.png?nolink}}\\ {{:nations:ea:xibalba:onaqui.png?nolink}} {{:nations:ea:xibalba:beast_bat.png?nolink}}\\ {{:nations:ea:xibalba:sacred_scorpion.png?nolink}} <WRAP column half> There are apparently two different subterranean systems in the Dominions 5 world, and the second of these is the Mayan-themed "underworld" of Xibalba. The previous Pantokrator figured that sending the Sun and the Moon through here when they weren't needed was a cool idea, so he emptied Xibalba of everything except for a race of diligent bat-people known as the Zotz. While he was banking on the Zotz never growing attached to the Sun since their eyes are bad, he forgot that they were cold-blooded like the Pale Ones. Oh well, it's the Pretenders' problem now. The Zotz are kind of pathetic, but they're incredibly cheap & excellent at Blood Hunts. The reemerging local Bat-Demons love their purity-sniffing talents.</WRAP><WRAP> {{:nations:ea:xibalba:xibalban_warrior.png?nolink}} {{:nations:ea:xibalba:sun_guide.png?nolink}}\\ {{:nations:ea:xibalba:camazotz.png?nolink}} {{:nations:ea:xibalba:ah_k_in_kan_ek_.png?nolink}}\\ {{:nations:ea:xibalba:onaqui.png?nolink}} {{:nations:ea:xibalba:beast_bat.png?nolink}}\\ {{:nations:ea:xibalba:sacred_scorpion.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
nations-ea.1639086258.txt.gz · Last modified: 2021/12/09 21:44 by fenrir