About the summaries: nation names and page references follow Illwinter's official Dominions 6 manual. Each description is a short paraphrase of the corresponding nation introduction.
Arcoscephale, Golden Era
A loose league of bronze-age city-states whose armies combine myrmidons, chariots, engineers, flying Icarids, and sacred Pegasus Riders with gifted philosophers and mystics.
Official manual, page 243Mekone, Brazen Giants
Exalted Gigantes rule an uneasy population of human helots, fielding a small core of mighty warriors and Cyclope smiths beside large numbers of slave soldiers.
Official manual, page 245Pangaea, Age of Revelry
A woodland realm of satyrs, centaurs, minotaurs, and Maenads led from sacred groves by powerful nature mages known as Panii.
Official manual, page 246Ermor, New Faith
A rising human empire of disciplined legionnaires and lizard auxiliaries where the New Faith is replacing older cults and strengthening an already powerful priesthood.
Official manual, page 248Sauromatia, Amazon Queens
Nomadic warrior tribes led by Amazon queens fight with cavalry, serpent and lizard riders, and hydras, supported by death, nature, and blood magic.
Official manual, page 250Fomoria, The Cursed Ones
Cursed Fomorian giants rule alongside Fir Bolg and Nemedian descendants, bringing strong storm and death magic to armies that can cross the sea.
Official manual, page 252Tir na n'Og, Land of the Ever Young
The mist-shrouded home of the Tuatha and Sidhe, where Fir Bolg infantry supports elusive sacred warriors and masters of glamour, nature, and water magic.
Official manual, page 254Marverni, Time of Druids
A union of tribal chiefdoms guided by Druids, with tattooed warriors, noble cavalry, sacred boars, and broad earth, astral, nature, and water magic.
Official manual, page 256Ulm, Enigma of Steel
Cold-hardened forest barbarians follow warrior-smiths in search of the Enigma of Steel, favouring strong stealthy infantry and exceptionally efficient forging.
Official manual, page 258Pyrène, Kingdom of the Bekrydes
Cave-dwelling Bekrydes share their mountain kingdom with ancient giants, cyclopes, and storm-witches, combining human troops with boulder-throwing giants and earth-air magic.
Official manual, page 259Agartha, Pale Ones
One-eyed Pale Ones inhabit the deep earth and underwater caverns, serving ancient Oracles and fielding amphibious troops and enormous sacred Ancient Ones.
Official manual, page 261Abysia, Children of Flame
Magma-born humanoids march in very heavy armour with salamanders, radiating heat and practising powerful fire and blood magic in a scorched volcanic realm.
Official manual, page 263Hinnom, Sons of the Fallen
Descendants of fallen angels rule a hierarchy of Rephaite, Avvite, Horite, and Enkidu giants, backed by chariots and unusually broad elemental, astral, and blood magic.
Official manual, page 265Ubar, Kingdom of the Unseen
Jinnun and human servants inhabit the hidden desert city of Iram, fielding camel riders, Ghuls, invisible Jinn, and sacred Ifrit warriors under a concealing dominion.
Official manual, page 267Ur, The First City
Civilised and nomadic Enkidu tribes meet around the First City, with terrain-dependent recruits, strong shamans, and sacred Mushussu dragon-kin.
Official manual, page 269Kailasa, Rise of the Ape Kings
Rare semi-divine Yakshas guide newly civilised apes from sacred Mount Kailasa, relying on numerous light troops and strong astral, nature, and glamour magic.
Official manual, page 271Lanka, Land of Demons
Rakshasa demon-ogres have enslaved the apes of Kailasa, combining powerful sacred demons, light monkey troops, reanimated servants, and blood-death magic.
Official manual, page 272T'ien Ch'i, Spring and Autumn
Before the Celestial Empire, rival nobles wage war across a realm steeped in the magic of the Way, supported by reclusive masters and summoned celestial beings.
Official manual, page 274Yomi, Oni Kings
Oni kings emerge from a volcanic entrance to the Netherworld and command demons, Bakemono, and human servants in a harsh land shaped by chaos.
Official manual, page 276Caelum, Eagle Kings
Three clans of winged humanoids serve the last Eagle Kings, using skilled archers, cold-forged ice equipment, mammoths, and powerful air magic.
Official manual, page 277Mictlan, Reign of Blood
An isolated tribal empire sustains its dominion through blood sacrifice, sending slave levies and sacred Jaguar and Eagle Warriors into battle under mage-priests.
Official manual, page 279Xibalba, Vigil of the Sun
Swarms of stealthy bat people guard the old paths of the sun beneath Mictlan, relying on flight, numbers, blood hunting, and dark magic.
Official manual, page 280C'tis, Lizard Kings
A sacral kingdom of cold-blooded lizardfolk rules a warm river valley with chariots, slave warriors, sacred serpents, and accomplished death and nature mages.
Official manual, page 282Machaka, Lion Kings
Totemic clans serve semi-divine Colossi of the Lion Clan, fielding human infantry, poison archers, spider riders, war lions, and elephants.
Official manual, page 284Berytos, The Phoenix Empire
A reborn seafaring empire descended from Telkhine-taught colonists is ruled by Colossi sorcerer-queens and prospers through coastal trade, sailing, and wide magical access.
Official manual, page 286Vanheim, Age of Vanir
Glamour-shrouded Vanir sail from misty northern halls with enchanted cavalry, blood priests, and dwarven smiths skilled in air and earth magic.
Official manual, page 288Helheim, Dusk and Death
Ancient Vanir who guide the dead rule a shadowed land, where flying Valkyries and elusive cavalry serve masters of death, glamour, and air.
Official manual, page 289Rus, Sons of Heaven
Humans and mighty Chudes share a cold northern realm, mustering hunters, berserkers, and sacred bear skinshifters beneath mages of air, nature, and fire.
Official manual, page 291Niefelheim, Sons of Winter
Frost giants descended from primordial Rimtursar lead Jotun infantry and skinshifters from a land of eternal winter, backed by water, blood, and death magic.
Official manual, page 293Muspelheim, Sons of Fire
Fire giants dwell in an ashen valley among cold-loving Jotuns, joining immense infantry with strong fire, air, death, glamour, and blood magic.
Official manual, page 294Pelagia, Pearl Kings
Ancient Pearl Kings unite aquatic Triton clans with amphibious mermen, building the first deep kingdom around water, astral, and nature magic.
Official manual, page 296Oceania, Coming of the Capricorns
Shapechanging half-men and guardians of the kelp forests cross freely between sea and shore, spreading coastal turmoil through nature, water, and glamour magic.
Official manual, page 298Therodos, Telkhine Spectre
Ghosts of a drowned kingdom serve Daktyloi smiths and surviving islanders, while its dominion empties living lands and calls more spectral soldiers.
Official manual, page 299Atlantis, Emergence of the Deep Ones
Long-lived amphibious Deep Ones rise from the ocean trenches under Basalt Kings, fighting with heavy basalt weapons and strong earth, water, and fire magic.
Official manual, page 300R'lyeh, Time of Aboleths
Ancient Aboleth Mind Lords rule the deepest seas by enslaving mermen and Deep Ones, pairing mental domination with powerful astral and water magic.
Official manual, page 301