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17 races?
So could someone give me a general description of each of the 17 racess, including strengths & weaknesses? I've already bought the game but i took the free shipping option and am not sure when it will arive. Thx in advance...
b.t.w. - why is this game so hard to find? Best Buy doesn't carry it, neither does Amazon, Comp USA, or EB Games. Its very annoying... |
Re: 17 races?
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Re: 17 races?
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Re: 17 races?
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You then get design points, and how you spend them will REALLY affect strengths and weaknesses. For instance, with C'tis, you can spend a whopping 200 points and pick 'Desert Tombs', which gets you access to powerful unholy undead priests, in which case you'll probably be cranking out undead even faster than usual... and Ermor-Ashen Empire is very different from Ermor-Broken Empire. Heck, even without themes... Ulm with Fortified City, Order 3, Productivity 3, Drain 3, Growth 1, Luck 3, Prince of Death w/ Death-6 (something like this anyway) will play rather differently than Ulm with less powerful scales and a magically talented rainbow mage. The former is tuned for using the pretender as an early head-basher, and will be powerful with conventional forces but will have trouble achieving any magical versatility early on, while the latter would have more trouble cranking out and supporting large conventional armies, but the rainbow mage would be better at finding magical sites and perhaps opening up nonconventional options, esp. with magic sites that yield mages with random capabilities. Things do vary a lot. It might be safe to generalize somewhat, such as Ulm generally being the steel-heavy approach, Pangaea having more stealth, Arcosephale and esp. Pythium being well-rounded with versatile mages and good heavy infantry, Man having a number of interesting traits such as easy longbow access and strong, if pricey, stealthy units... but scales/themes can make a big difference. And then there's style and taste... different people may prefer different styles for assorted reasons. I suspect that you might be interested in R'lyeh, which gets to play with units that strongly resemble certain elements of a particular horror/sci-fi mythos. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: 17 races?
When you create you God, just choose a race, and you get a nice description. And then click cancel and try another one...
It is not very detailed, but I think you get a very good idea of what the race is about. Of course, if you want to fine tune your picks, you will have to go all the way and play it, at least a little, to get the feel of its units... |
Re: 17 races?
Let's see, here's a very quick and dirty overview, but keep in mind that (as has already been pointed out) there's such variety in playstyles and set-up options that Your Mileage WILL Vary. Also keep in mind that the variant dominion themes greatly change the nature of a nation, and I've only described the bare-boned basics of the default theme for each nation.
Abyssia: A race of demonic, heat-extruding types who practice blood magic and live in a volcano. They have many units who radiate a damaging heat aura on the battlefield and are heat-immune themselves, for the most part. Their turn-ons: heat, hotness, and burning things. Turn-offs: pushy Caelum, slurpees, and Vanilla Ice. Atlantis: As the name would imply, an aquatic race. Their main rivals are R'lyeh, the other aquatic nation. Their troops are cold resistant and come in a variety of forms, mostly representing the life cycle of their race. They also ride giant War Lobsters, who are pretty darn cool, IMO. Pythium: Remnants of a once-great nation (Ermor), they use ancient war techniques updated to use the Hydras found in the swamp nearby. Hydras are among the most powerful units in the game, being poisonous, regenerative, and able to unleash an enormous number of attacks. They do not, however, do as well in the cold, being cold-blooded, and their poison cloud makes it trickier to mix them with units not immune to poison. Man: Dispossessed Celts, with a rather all-encompassing name. They have wicked longbowmen, help from the mystical Sidhe, and the powerful Knights of Avalon who ride upon unicorns. Their most powerful units, like many, are only recruitable in their capital, making it harder to progress farther from home, but their temples are cheaper than any other race save Pangaea. (Any grove’ll do ya!) Ulm: Smiths of great renown but limited magical ability. The Black Steel of Ulm is fashioned into arms and armor of tremendous durability. Their only native mages are their smiths, who receive a bonus for forging magical items but lack something in terms of raw built-in power next to other national units. Their infantry and their Black Knights are to be feared by any within their reach. C'tis: Lizardmen whose Sauromancers have learned to harness both nature and death magic as a part of the cycle of life. It was their teachings, misused, that brought Ermor to ruin. Their troops are varied but are uniformly cold-blooded, making a cold battlefield more challenging to them. Their poison slingers, who release pellets that produce lingering puffs of poison on the battlefield, are excellent when used en masse and combined with poison-resistant infantry. Arcoscephale: An ancient nation of astronomers and prophets. They fight with chariots, elephants, and their excellent hoplites. They also have their special Priestesses, who can heal units who have received otherwise permanent battle afflictions. They can also scry, an automatic feat that gives them better intelligence as to what is going on around them. Caelum: Winged fey folk with nasty archers and puny infantry. The Caelum love the cold and live on the top of a mountain to prove it. Their flying units are extremely useful for jumping over enemy lines, both strategically and tactically. When combined with their easily-spooked but powerful War Mammoths, they also have some ground power. Combining War Mammoths with other, high-morale troops is a must, however, unless one wants to trampled by retreating Mammoths. Ermor: Once a great and learned nation led by the powerful Theurgs, Ermor learned death magic from C’tis Sauromancers and misused that knowledge, leading to their downfall. Ulm (originally a subject nation), Pythium, and Marignon are all fragments of the once-omnipotent Ermor nation. Now, however, Ermor is populated more by the dead than the living. If you seek the Army of Darkness (sans Ash), then look no further. The endless undead hordes of Ermor are tricky to fight, but they do have their weaknesses in the form of priestly banishments. Marignon: Nobody expects the Marignon Inquisition! Amongst their units are the bizarre but inexpensive Flagellants, the impressive but costly Knights of the Chalice, and an array of potent mage-priests. The House of Just Fires serves as the center for an Inquisition against Ermor-type corruption and the Inquisitors and Witch Hunters trained there are nothing to be trifled with. Pangaea: The people of the forest strike back! Satyrs, centaurs, and the Pan (powerful Satyr chieftains) form the backbone of Pangaea’s forces. They are stealthy, can regenerate from terrible injuries, and attract free (albeit rather weak) troops in the form of Maenads, women drawn from civilization into a life of wildness and abandon by the Pan. Their stealth, wilderness survival skills, and Nature magic (which gives supply bonuses) means they can form large armies that seem to pop up out of nowhere. Vanheim: The Vans of Vanheim and their human subjects are able to cross the seas in ships, allowing sudden attacks on opposing shores. They also have many units with the Glamour ability, which allows them to travel in enemy lands unnoticed and acts as great protection in battle. They also have the flying Valkyries, who are not to be trifled with by any man. Jotunheim: The ancestral enemy of Vanheim, Jotunheim is the land of the Jotuns (obviously). Jotuns are giants and are giant-sized in both cost and effectiveness. They also have good magical units and their local defense is the most cost-effective of all. Any Jotun, even when just trained and equipped as a militiaman, is a threat. R’lyeh: Weirdness From Beyond! The descendents of an alien race brought to the world of Dominions as their star fell from the sky. Now, they dwell beneath the oceans and plot weird tentacled evil. They are aquatic (amphibious, actually) and the natural enemy of Atlantis. Their Void Gate allows for powerful, albeit risky, summoning of bizarre units from beyond. Beware the Vastness!!! Mictlan: Blood-thirsty and copper-plated, the Mictlan are unique in that they must practice blood sacrifice in order to spread the dominion of their god. This is somewhat tricky in practice, and I find Mictlan to be one of the most challenging nations to start with. After a certain point, however, their inexpensive units combined with powerful blood magic summonings reach a pivotal point and they become very hard to stop. Tien Ch’i: Ancient and bureaucratic, the empire of Tien Ch’i has the advantage of organization. Even without being paid for, their automatic conscription of the peasantry will give them a gradual build-up in local defense, leading to a great cost-savings and an infinitely reduced likelihood you’ll get caught by surprise by an attack on an undefended province. They have horse-archers, excellent infantry, and several Celestial Beings that will appear and offer their special powers to fight for the empire. Machaka: Do you want to play “spider”? Machaka is centered around the God Mountain, in which lies the preserved remains of an enormous spider, now worshiped as a god by the people there. The Sorceresses who lead this cult are powerful and able to assume the shape of giant spiders themselves. The forest around the God Mountain is home to several species of (living) giant spider, which are harnessed and ridden in the place of horses. Even when their riders are slain, the spiders will fight on, making them rather impressive. Unfortunately, Machaka’s basic infantry, although very brave, is also very poorly armored and tend to go down quickly. [ January 03, 2004, 14:33: Message edited by: Psitticine ] |
Re: 17 races?
The following is copied from the Dominions 1 manual so it is a bit outdated and three of the races are not mentioned but it will give you a basic idea about the various nations.
24 Nations 24.1 Abysia Abysia is a hot wasteland inhabited by lava-born humanoids of unknown origin. Their flesh radiates heat and they are not harmed by flames. Abysians are stronger than humans and prefer heavy armors and weapons. Bows are not used as they would turn to cinder in the glowing hands of the Abysians. The war machine of Abysia also include salamanders, lizardlike beings composed of the same hot lava flesh as the Abysians. Abysian warlocks are powerful blood mages and the priests of the fire cult practice blood sacrifices. Abysians prefer to live in very hot places (heat scale +3). They do not farm or hunt for a living, so they are not at all affected by the growth scale of a province. 24.1.1 Race Abysians are fire resistant and radiates heat. They cannot be affected by fiery spells or attacks. Enemies close by will become exhausted by the heat. The fire resistance is very powerful when you have reached high level evocations. Abysians prefers to live in hot 50 24 NATIONS 24.3 Atlantis deserts (heat scale +3) and do not suffer any detrimental effects from a scale of death. This enables the Abysian player to get additional design points when designing the pretender. The wastelands are also less attractive for enemies to conquer. A problem for the Abysians are that most provinces are temperate and not very profitable at the start of the game. When the dominion spreads this will change. 24.1.2 Military The heavy infantry of Abysia is powerful, but expensive. The greatest strength of the abysian army is their fire resistance, but the use of fire magic is limited in the beginning of the game. Salamanders are very offensive but vulnerable. Abysia lacks missile weapons but they have assassins that can be used to take out enemy commanders. 24.1.3 Magic The mages of Abysia are skilled in fire, blood and astral magic. The income of 5 fire gems are useful to gain some well needed money in the early stages of the game. Blood magic is powerful but you need a vast staff of slave hunters and patrolling troops to finance the blood magic. 24.1.4 Priests The Anathemants are powerful but expensive. Abysia can use blood sacrifices to enhance priest levels. 24.2 Arcoscephale Arcoscephale is an old kingdom. Its glory days are long since past, but recently the astrologers who aided past kings in building a mighty empire have left their sequestration to lead the old kingdom to world domination once more. Priestesses with great knowledge of healing are trained in temples built during the peak of the old kingdom. The priestesses are able to divine the presence of enemy troops in provinces that are located within the God’s dominion. The war machine of the old kingdom has not changed in the past centuries. Cumbersome plate hauberks and long spears are still used and the cavalry is primitive. Elephants and chariots, unpredictable but devastating are still popular. 24.2.1 Military The hoplites of Arcoscephale are powerful troops, but take a long time to build. Elephants and chariots on the other hand are quickly levied. Trampling troops are very destructive, but will wreak havoc on your own ranks unless handled with care. 24.2.2 Magic The Astrologers are skilled in astral magic. The mystics have some knowledges in most elements as well as a good understanding of the astral path. The priestesses have some knowledge in the path of nature. With their broad base of magical knowledge Arcoscephale has the potential of becoming magically wealthy. Arcoscephale builds labs at half the normal cost. 24.2.3 Priests The priestesses of Arcoscephale can heal battle afflictions. All troops in a province will become healed. The priestesses also gains divine visions from the land in the dominion of the pretender, giving military reports in all provinces with a friendly dominion. 24.3 Atlantis Atlantis is an underwater nation of strange beings resembling both fish, frog and human. They never stop growing and will live for several hundred years unless killed. The Atlantian society is organized in a strict hierarchy of size and age. The larger ones are called shamblers and do not join armies unless heavily paid. The oldest and most cunning Atlantians are trained as priests or mages. Due to difficulties handling magic the Atlantians capture human children and train them in magic in the Coral Towers. The soldiers of Atlantis use spears tipped with living coral shards and wear armors made of coral chunks. The coral is poisonous and is grown solely for war purposes. 51 24 NATIONS 24.5 C’tis 24.3.1 Race Atlantis is an underwater nation. This fact has several strategic implications. It protects the nation from surprise attacks as well as most magic attacks. Sea provinces are not affected by cold or warm climates. If you do not intend to leave the sea it might be a good idea to get yourself a hot or cold dominion. 24.3.2 Military The atlantian army consists mostly of spearmen armed with poisonous spears. These are not very powerful but the Shamblers will compensate for this if you have the gold to afford it. The Mother Guards are truly powerful, and expensive. Atlantians have no missile units. 24.3.3 Magic The atlantian mages favors water and to some extent astral magic. 24.3.4 Priests The Coral Queens are very powerful priests and the Mother Guards are sacred troops. 24.4 Caelum Caelum is a magocracy of winged humanoids inhabiting high mountain peaks. The caelians are thin and light to enable flying. They are unaffected by low temperatures and are able to survive on tundras. The ruling mages are known as seraphs, masters of air magic. The seraphs also craft the strange ice that caelians use instead of regular metals. The ice tempers with lower temperatures and the heavy ice armors are more durable in cold climates than in warmer ones. The caelians are skilled archers and prefer shoot and flee tactics, even though they do have some heavy troops including the huge mammoths. 24.4.1 Race Most caelians are winged and can fly. Flying is very useful strategically and tactically. Caelians are also cold resistant. Cold resistance is almost as powerful an ability as fire resistance. Caelians prefers cold climates (cold scale +3) and the caelian player should increase the scale of cold when designing their pretender. The problem of initially temperate provinces are the same as for Abysia. 24.4.2 Military Flying units. Some of the caelian units carry Ice Armors that tempers with cold climate. These armors may protect more than full plate armors while weighing less than a chain mail in the cold tundras. Mammoths are even more powerful than Elephants. They have thicker hides and are not as easily routed, but they may still rout and wreak havoc in the same way as normal Elephants. 24.4.3 Magic The mages of Caelum are both powerful and inexpensive. They prefer the elements of air and water. 24.4.4 Priests The Seraphines of Caelum are of average power, but they are stealthy. This enables them to enter and preach in your enemies lands. 24.5 C’tis C’tis is a sacral kingdom of ancient origins inhabited by lizardlike humanoids. They are herbivores but have enslaved a race of carnivorous lizardmen who serve as soldiers and workers. The c’tissians are somewhat slow but have thick hides that protect them from cuts and bruises. At the top of the society is the king, the highest priest of C’tis. Under the king are the high priests with their sacred serpents and the enigmatic sauromancers, great mages of death and rebirth. 24.5.1 Race C’tissians have thick hides that gives them additional protection. They are cold blooded and suffers from extra fatigue when fighting in cold climates. C’tissians prefers warm lands (heat scale +1). 52 24 NATIONS 24.6 Ermor 24.5.2 Military The c’tissian army is made up of infantry. Predatory slave warriors are a powerful but vulnerable force. The Sacred Serpents are important if you do not wish your soldiers to rout (the lizards are cowardly). Poison Slingers are a very destructive unit, to friend and foe. Use them wisely and you may gain much. 24.5.3 Magic The mages of C’tis are powerful necromancers. The Empoisoner is an assassin mage. Somewhat expensive, but potentially very deadly. 24.5.4 Priest The Lizard King is a powerful priest as well as an exceptional leader. 24.6 Ermor Ermor was a great empire that conquered most of the known world. The realm crumbled as the great mages of the empire studied dark magic under the sauromancers of C’tis. Unaware of the dangers of dark sorcery, unholy rites were performed in the capital Eldregate. The empire was destroyed in one cataclysmic event that blackened the sun, turned the lands to ashes and reanimated its inhabitants as walking dead. Now Ermor is a cursed land with undead legions marching forth to reconquer a world once theirs. Ermor is very different from the other nations. Dead soldiers awake in their graves and the living turn to ghouls in Ermor. If the ermorian dominion is strong Ermor receives vast number of troops. If the dominion of the ashen empire is weak they might find themselves without troops after one single battle. The undead are very vulnerable to banishment and this prayer is almost the only weapon able to defeat the nation. 24.6.1 Race The undead have several strengths and some weaknesses. If you want to play Ermor you must be aware of those. 24.6.2 Mindlessness Most of the ermorian armies are made up of longdead, mindless skeletal warriors. The mindless are never affected by morale and will not break in battle. On the other hand they will fall apart if left without commanders on the battle field. Keep several commanders protected at the rear and your army will never break. If your commanders advance they might be killed and your whole army will dissolve. 24.6.3 Maintainance and Supplies Your troops don’t need maintenance. This might make you wealthy. Use the money on temples, forts, mercenaries, defense or archers. The undead do not eat and do not need supplies. They cannot starve and can hold a fortress for all eternity. 24.6.4 Cold Resistance Most undead are cold resistant. This is useful if you use battle spells with chill effects on large areas. 24.6.5 Poor Amphibians Some undead are able to enter the sea. This is very useful if there are no aquatic pretenders. 24.6.6 Stealth Some undead are able to hide in enemy provinces. 24.6.7 Immortality Some undead are immortal. 24.6.8 Military Ermor’s army is composed of hordes weak undead beings. Hidden within the ranks of the shambling dead are powerful undead beings summoned by vile magics. The Wailing Ladies, Lictors and Knights of the Unholy Sepulchre are horrible opponents. They usually survives the divine wrath of banishment long enough to reach the enemies and slay the priests. 53 24 NATIONS 24.7 Jotunheim 24.6.9 Magic Ermor is different from the other nations and the needs and uses for spells are likewise different. Ermor have knowledge of several spells only available to them. Those spells are summoning rituals of the unique ermorian undead. Most of Ermor’s magic gems will be used in those spells. HINT: The Black Laurel of Ermor is a useful item that allows the wearer to increase the amounts of Lictors created with each casting Revive Lictor. 24.6.10 The Unholy Sepulchre and World Richness The reanimation rate of Ermor’s dead is dependent on the dominion. If the world richness is set to a value higher then poor Ermor will still get the same amount of undead minions. However, the magic richness of the Unholy Sepulchre is increased by the same multiplier as the worlds resources (x1, x2, or x3). This means that Ermor initially has access to vast magical powers usable to revive priests able to reanimate larger numbers of mindless undead. WARNING: If all mages in Ermor are slain it is impossible to get a new one as all are summoned and none bought for money. Unless, of course, you can find a necromancer willing to do the work for you. 24.6.11 Dominion The dominion of Ermor is very powerful. With it comes undead armies but it is also detrimental to all life. The crops turn to ashes and the sky turns grey. Only the undead trod the lifeless soil of the ashen empire. Production and maintenance of living troops will probably be concentrated to the border provinces unless you have chosen a rather low dominion strength. ADVICE: Get yourself a very high dominion value to get huge hordes of undead. 24.6.12 Priests The priests of Ermor do not preach. Instead they perform the unholy practice of reanimation. The reanimation rate is dependent on the level of the unholy priest. 24.7 Jotunheim Jotunheim is a land of bitter winters and cool summers. It is the home of giants and goblins. The giants of Jotun are immensely strong and resilient. They are born in the cold and do not suffer from cold climate. Jotunheim is ruled by several jarls who rarely join forces. Living apart from the giants are the wolf riders. A tribal people called goblins or vaettir. They live in the woods of Jotun and rarely venture outside. Wolf riders do join the armies of Jotunheim when the Norns wants them to. The Norns are dark cowled women of unknown origin. They have aided the giants with divination, curses and blessings and the wolf riders serve them loyally. 24.7.1 Race The size of the giants can be a problem both at the table and in the battle. They need a lot of food and have problems when defending against several smaller enemies. They are cold resistant and prefers cold lands (cold scale +2) Initially when all provinces are temperate this can be a slight problem. 24.7.2 Military Giant infantry is powerful but expensive. Their size is sometimes a problem. They are better equipped at slaying great beasts than fighting small scurrying humans. The vaettir are a good complement and can pass between the legs of the giants. The vaettir are stealthy. 24.7.3 Magic The Norns of the IronWood are skilled at sorcery in all its forms. The Jotun Skrattis are skilled in blood and water magic. 24.7.4 Priests The priests of Jotun are of average power. The Woodsmen are sacred troops. 54 24 NATIONS 24.10 Pangaea 24.8 Man The kingdom of Man is a feudal kingdom. The human inhabitants conquered the land from a people of tall and magically powerful beings known as the Tuatha. When the Tuatha was destroyed their greatest treasure was found, Avalon. In this magical forest their magic was hidden. The witches of Man entered the forest, learned the old lore and helped Man to grow in power and influence. The infantry of Man is limited and lacks heavy troops. The crack unit of the regular army is composed of powerful knights and skillful longbowmen. The witches trains their own special troops, the wardens and knights of Avalon. These troops are very skilled and they are also magically enchanted by the witches. 24.8.1 Military The longbows of Man are renowned. The Knights and special troops of Avalon are also to be feared. The Wardens of Avalon are stealthy and the Knights of Avalon can heal battle afflictions if they should get any. 24.8.2 Magic The witches of Avalon specialize in Nature and Air magic. They have access to the Spell Songs of Man. 24.8.3 Priests The Monks of Man are weak priests but they are stealthy. The temples of man (monasteries) are easy to build and cost only half the normal price. The Wardens of Avalon are sacred troops. 24.9 Marignon Marignon is a feudal theocracy. The inquisitors control all aspects of the country including warfare. The feudal lords pay tithes and tax peasants, but all political decisions are made by the church. Marignon rose out of the ashes of Ermor and has succeeded in holding the shadow of the fallen empire at bay through religious zeal and austerity. The widespread Fanaticism in Marignon has made wonders for their survival this far. The heavy infantry of Marignon are armed with large weapons such as great swords and halberds. All carry the bright red and orange livery typical for Marignon. The inquisitors of Marignon are trained in the House of Just Fires together with witch hunters. The witch hunters are mage priests of solar magic. 24.9.1 Military Marignon uses heavy infantry, crossbows and holy knights. Most of their troops are expensive in resources. 24.9.2 Magic The Grand Masters and Witch Hunters specialize in fire and astral magic. The basic income of 4 fire gems can be useful initially to get a good economy. 24.9.3 Priests The priests of Marignon are powerful. Inquisitors and High inquisitors receive a bonus when trying to eliminate enemy dominions within the Kingdom. The friars are not powerful but able to sneak and preach within enemy provinces. The Knights of the Chalice are sacred troops. 24.10 Pangaea Pangaea is a woodland nation inhabited by wild beings connected with nature. Halfmen such as satyrs, centaurs and minotaurs serve the lords of the sacred groves deep in the forests. In ancient times the woods covered much of the world but that has changed. Man is no longer beast and animals are no longer wild. The world of the wild is disappearing. Centaurs have developed civilized societies and donned armors. The Panii, guardians of the groves, have decided that it is time to act. 24.10.1 Race The units of Pangaea can heal even the most serious battle afflictions. 55 24 NATIONS 24.12 R’lyeh 24.10.2 Military The light satyr infantry is stealthy. The hoplites are skilled and braver than their fellows and the Minotaur infantry is truly fearsome. A singleWar Minotaur gone berserk may win a battle by himself. Centaur Cataphracts and Centaur Archers are large and durable. They can stand up to most knights. 24.10.3 Magic The Panii are very expensive but their size keeps them alive unless singled out on the battle field. Each Pan also summons maenads. 24.10.4 Priests The Dryads of Pangaea have average priestly powers. They are stealthy and can preach in enemy territories. 24.11 Pythium The emerald empire of Pythium is the remnant of the great empire of Ermor. As dark arts was practiced in the heart of the empire the theurgs of Pythia was warned by the stars. They led Pythia away from the falling empire and formed an imperial theocracy under their wise rule. But this was not enough. As Ermor crumbled the provinces rebelled and broke from their old masters. The emperor of Pythium could not reclaim the rebelling lands and the power of Pythium has diminished over the years. The war machine of Pythium is based on the old legionaire army of Ermor but some changes has been made. The lack of horses is compensated for with serpents. The hydras of the Pythian bile marsh, normally used in gladiator games, are trained and used in battles by special tamers. However the superior road building and administration of the fallen empire has survived. 24.11.1 Race Road building allows the Pythian armies to move three provinces within the empire. 24.11.2 Military Legionaires with tower shields. Serpent Cataphracts are nearly as powerful as knights and when the rider dies the serpents will continue fighting. Gladiators are very quickly raised troops but they leave after one battle. One of the most dangerous of the Pythian units is the fearsome hydra. Regenerating and breathing noxious fumes it is a danger to friends as well as foe. Pythium employs assassins. 24.11.3 Magic The Theurgs of Pythium are the most powerful of all mages. They are skilled in astral, air and water magic. To enhance their powers they train Communicants that increases the magical might of nearby Theurgs joining the communion. 24.11.4 Priests The Arch Theurgs are powerful priests. Battle Vestals are sacred troops, but rather weak. 24.12 R’lyeh Once there was a distant star inhabited by a great race of strange and unimaginable beings. But a catastrophe caused the star to leave its place in the heavens and a shard of it fell through the spheres and down upon the world. A remnant of the great race survived under the sea where the star crashed. They multiplied and enslaved a race of fishlike humanoids by sheer strength of mind. R’lyeh, the sunken city, is a mind defying place built under the sea with an architecture unlike any known to man. In the halls of R’lyeh the starspawns, the great ones who survived the fall, plan the reemergence of the great race. The starspawns are powerful mages with great knowledge of distant stars. All of the great race are powerful mindcrafters. 24.12.1 Race R’lyeh is an underwater nation. This fact has several strategic implications. It protects the nation from surprise attacks as well as most magic attacks. Sea provinces are not affected by cold or warm climates. If you do not intend to leave the 56 24 NATIONS 24.14 Vanheim sea it might be a good idea to get yourself a hot or cold dominion. 24.12.2 Military Atlantian slaves compose the bulk of the armies of R’lyeh, but the Illithids are the most fearsome weapon at R’lyeh’s disposal. The mind bLast is fearfully effective when several Illithids work together. The mind bLast can be used under the sea. The Crab Hybrids are heavy troops but they are unable to leave the sea. 24.12.3 Magic The Starspawns of R’lyeh use astral and some water magic. The Starchilds are assassin mages with some limited skills in astral magic. 24.12.4 Priests The Starspawns are priests of average power, but they are expensive. 24.13 Ulm Ulm is a young kingdom risen from the ashes of the fallen empire of Ermor. Where Marignon relied on religion to build a kingdom, Ulm relied on steel. The mines of Ulm are famous for their riches and the smiths of Ulm work the iron into black steel armors covering the knights and infantry of Ulm. The people of Ulm are heavily built by human standards. The infantry uses full chain or plate armors made of black steel. The feared Black Knights of Ulm are the most heavily armored troops known to man. The leaders of Ulm have never approved of magic and only the master smiths are allowed to use magic. The smiths are used to work under conditions that are magically unfavorable and are not adversely affected by provinces that have a strong drain dominion. The smiths craft armors and weapons for lords and kings but the strength of steel is preferred to magic. Even religion is of secondary importance in Ulm. 24.13.1 Race The inhabitants of Ulm are stocky and have additional hit points. They have lower magic resistance than ordinary humans. 24.13.2 Land Ulm is rich in resources. 24.13.3 Military The heavy infantry of Ulm is the heaviest human infantry there is. The fearsome Black Knights and several infantry units don the special black steel full plate armors crafted by the Master Smiths of Ulm. Ulm uses arbalests as missile weapons. 24.13.4 Magic The Master Smiths use earth and fire magic. They excel at magic item forging and have reduced magic costs when forging items. The Master Smiths are not affected by a drain scale. 24.13.5 Priests The priests of Ulm are weak. 24.14 Vanheim Vanheim is a land of misty moors and forests. Humans compose most of the population but the rulers of the land are a tall and innately magical race known as vanir. The vanir once fought the giants of Jotunheim but with the coming of man they turned their attentions elsewhere. Now only a precious few of the vanir are left and humans are no longer slaves. Humans compose the basic infantry units of Vanheim. The vanir have blessed some loyal humans with superior fighting skills and the ability to enter a state of wild rage or wolven shape. The vanir are masters of illusions and can hide their true numbers from prying eyes. They fight mounted on exceptionally fast horses. Female vanir have the ability to fly. This is a gift from a dead god who used them as messengers of death under the name of valkyries. During these days blood was sacrificed. The old ways have not been used in ages, but still the oldest of the vanir remember how to sate the nature with blood. The vanir are very skilled sailors and the vanherses and vanjarls can sail on the oceans. 57 26 HINTS AND ADVICES 25.1 Demo Limitations 24.14.1 Race The Vanir (not human commanders) are masters of ocean sailing and can cross oceans with their armies. The Valkyries are flying troops, but they lack flying commanders to lead them strategically unless you make yourself a pair of winged boots. The population of Vanheim prefers cold climates (cold scale +1). 24.14.2 Military The human troops are well equipped but it is the Einheres (berserks) and Skinshifters that make the Vanheim army fearsome. Einheres are very offensive with their berserk abilities and two weapons, but they are expensive. Skinshifters are powerful and regenerates, but they have little armor. The Vanir are very expensive and powerful. Their illusory mirror images and great defense skills make them almost impossible to hit. Valkyries are nearly as powerful and can fly. Vanir and Valkyries are stealthy. The Vanir are masters of illusions and are undetectable to scouts. 24.14.3 Magic The Dwarven Smiths are skilled in the path of earth. The vanir use air and some blood magic. 24.14.4 Priests The Vanjarls are stealthy priests of average power. The Vanir are able to use blood sacrifices to increase the dominion of their God. All Vanir are sacred troops |
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