Nation catalogue

Early Age

The oldest era of Dominions 6 contains 35 nations, from bronze-age city-states and sacred forests to primordial giants, demons, and the first kingdoms beneath the sea.

Official manual 35 nations Manual revision 2 Updated 2 August 2026

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 243

Mekone, 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 245

Pangaea, 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 246

Ermor, 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 248

Sauromatia, 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 250

Fomoria, 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 252

Tir 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 254

Marverni, 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 256

Ulm, 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 258

Pyrène, 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 259

Agartha, 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 261

Abysia, 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 263

Hinnom, 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 265

Ubar, 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 267

Ur, 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 269

Kailasa, 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 271

Lanka, 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 272

T'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 274

Yomi, 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 276

Caelum, 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 277

Mictlan, 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 279

Xibalba, 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 280

C'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 282

Machaka, 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 284

Berytos, 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 286

Vanheim, 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 288

Helheim, 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 289

Rus, 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 291

Niefelheim, 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 293

Muspelheim, 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 294

Pelagia, 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 296

Oceania, 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 298

Therodos, 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 299

Atlantis, 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 300

R'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