Table of Contents
LA Midgård, Age of Men
Lore
Once Midgård was called Vanheim, home of the Vanir. But since the coming of man, the Vanir have dwindled in number. At first, the Vanir were the undisputed rulers of the land, but the growing human population has taken over the land and renamed it Midgård. Only a few Vanir survive, but their magic has not yet departed the land. The Vanir are sacred to the human population and the few surviving Vanjarls carry great influence. The humans of Midgård themselves have become altered by the ancient magic of the Vanir and skinshifters are more common than they once were.
//"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….
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
General Overview
If you are considering picking this nation to play, what should you know?
National Features
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
|---|---|---|---|---|
| | Hero Summons (req. | Heavy Infantry Skinshifters Berserkers Vanir | | Trace income across oceans |
* less rare than the other rare paths
**Capitol Gems: **2
1
1
Cold Limit +1
Prefers
Cold Scale + 1
Blood Sacrifice: May blood sacrifice to increase dominion. This ability is not transferred to disciple nations. Disciple nations with this ability can still use it. These nations do not have dying dominion.
National Units
Commanders
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Scout | | Commentary here. |
| Herse | | Commentary here. |
| Jarl | | Commentary here. |
| Gode | | Commentary here. |
| Völva | Female | Cheap Astral. Dominions 6's changes removed her original purpose, (that being to prop up Vanjarl Sabbath Masters), but a cheap |
| Galderman | 100% 10% | An excellent any-fort mage, if a bit inconsistent. Aside from any-fort these guys can be decent thugs in a tanky sense. |
| Werewolf | | Gives your turbo-Sabbath Slaves, and your Flying Shield thugs, an extra 20 HP. |
| Vanherse | | Your cheapest Glamour access. (Isn't that sad?) Their elvish obfuscation gives them 2 "Mirror Images", for an excellent chance to no-sell two hits. Combined with their 13 Defense Skill, (or 19 against hits of under 28 power), Vanherses can be impressive "dodge-tanking" thugs. |
| Vanjarl | | He tries to be the best at everything, making him very expensive in the process. Magically-speaking, he's able to do Holy Sabbaths and otherwise-uncommon Glamour Sabbaths. Thug-wise, he's a significantly better Vanherse. |
| Fay Horse | | The Fay Horse has only one Mirror Image, so he might get hit before his master. (Probably not before the Vanherse, but probably before the Vanjarl.) |
Troops
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Huskarl | Commentary here. | |
| Huskarl | Commentary here. | |
| Archer | Commentary here. | |
| Hirdman | Commentary here. | |
| Hirdman | Commentary here. | |
| Einhere | | Commentary here. |
| Skinshifter | | Commentary here. |
| Werewolf | | Commentary here. |
| Van | | Commentary here. |
| Fay Horse | | Commentary here. |
Heroes
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Farbaute - Einhere | | Commentary here. |
| Vanlade - Vanadrott Earliest Arrival Turn (10) | | Commentary here. |
| Fay Horse | | Commentary here. |
National Spells
Summons
Combat
| 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. |
Ritual
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Sloth of Bears (Conjuration 3) | Great Bear x 15+ | | Summons high strength blobs of hitpoints. Can work as evocation bait, as the bears have more HP than your troops and even lower MR, but otherwise unremarkable. |
| Awaken Draugar // (Conjuration 4) // | Draug x 4 | | Commentary here. |
| 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: Dwarf of the South has: Dwarf of the East has: | 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 them is to kill one of the dwarves. |
Magic Access
See Magic Access. These guides supplement the summaries at the top.
The Galderman has a 1 in 16 chance of
2,
2, or
2.
Summon Dwarf of the Four Directions requires
4
3, which a Galderman with the right boosters can get to. Easiest is probably a
3
1 with one
Air booster and two
Earth boosters. The four dwarves each have
4
3. One has
2, another
2, and another
2. See above for the disadvantages of the summons.
Cross-Path Boosters
Staff of Elemental Mastery
2
2 Galderman (1 in 16) + ![]()
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Fire
No native access. No simple summons.
Air
Highest Starting:
3 Galderman (1 in 4). The hero, Vanlade - Vanadrott has
3.
Water
No native access.
Summon Spectre
1 Galderman (7 in 16) + ![]()
Spectral Mage has a 7 in 16 chance of
1.
Earth
Highest Starting:
1 Galderman (7 in 16), (1 in 16 of
2).
Pebble Skin Suit Unremovable
1
1 Galderman (1 in 8) + ![]()
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Blood Stone
1
1 Galderman (1 in 8) + ![]()
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Astral
Highest Starting:
2 Völva
Death
Highest Starting:
1 Galderman (7 in 16), (1 in 16 of
2).
Hidden Underneath in Cave
1
1 Galderman (1 in 8) + ![]()
Released Sage has 1 in 2 chance of
2, 1 in 2 of
3.
The Black Book of Secrets Unique
1
1 Galderman (1 in 8) + ![]()
2
2 The hero, Vanlade - Vanadrott
Nature
No native access.
Summon Gnome
1
1 Galderman (1 in 16) + ![]()
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Gnome has
2
Glamour
Highest Starting:
1 Vanherse, Vanjarl or Galderman (1 in 4)
Bind Succubus
1
1 Vanjarl + ![]()
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Succubus has
2.
Mirage Crystal
1
1 Galderman (1 in 16) + ![]()
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Blood
Highest Starting:
1 Vanjarl or Galderman (7 in 16), (1 in 16 of
2).
The Black Book of Secrets Unique
1
1 Galderman (1 in 8) + ![]()
2
2 The hero, Vanlade - Vanadrott
Strategy
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Expansion
Different expansion options.
Early Game
Early game options.
Mid Game
Mid game options.
Late Game
Late game options.
Example Pretender Builds
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Weaknesses
What are the nation's weaknesses?
See More
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