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				January 3rd, 2004, 03:02 AM
			
			
			
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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...
 
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				January 3rd, 2004, 03:16 AM
			
			
			
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 Corporal |  | 
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				 Re: 17 races? 
 
				__________________When there is no more room in Hell the dead will walk the Earth.
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				January 3rd, 2004, 05:32 AM
			
			
			
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				 Re: 17 races? 
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				January 3rd, 2004, 07:28 AM
			
			
			
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				 Re: 17 races? 
 
	Races are highly variable.  After all, the selection of any given nation/race defines only some parameters -- your 'national' units (which can be recruited at any of your fortresses, exception being underwater for land nations and land fortresses for underwater nations) mostly, but also what spells you get without researching, terrain preference and such.Quote: 
	
		| Originally posted by Cthulu13: 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...
 
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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.
 
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				January 3rd, 2004, 12:42 PM
			
			
			
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				 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...
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				January 4th, 2004, 02:07 AM
			
			
			
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				 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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