Nation catalogue

Late Age

The Late Age contains 30 nations in a world of expanding human kingdoms, fading elder peoples, restless dead, returning giants, and realms remade by centuries of conflict.

Official manual 30 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, Sibylline Guidance

A diminished but enduring human kingdom follows the prophecies of Sibyls, fielding archaic infantry, elephants, cavalry, and mages with wide magical access.

Official manual, page 373

Phlegra, Sleeping Giants

Human slaves rule themselves while monstrous giants remain imprisoned below, but younger Cyclopes already serve as soldiers and smiths as the old terror begins to return.

Official manual, page 375

Pangaea, New Era

The woodland realm has adapted to a changing world, combining minotaurs, centaurs, satyrs, sacred dryads, and heavy centaur cavalry under nature mages.

Official manual, page 377

Pythium, Serpent Cult

The faded Emerald Empire has embraced a serpent cult, pairing heavy legionnaires, serpent cavalry, gladiators, and sacred hydras with varied but mostly modest magic.

Official manual, page 378

Lemuria, Soul Gates

The dead of old Ermor pour through opened Soul Gates, forming an immortal priesthood and spectral legions sustained by a population-killing dominion.

Official manual, page 380

Man, Towers of Chelms

A mature feudal kingdom defends its towers with longbowmen, crossbow infantry, knights, and Wardens while learned mages preserve air, earth, and astral traditions.

Official manual, page 381

Ulm, Black Forest

After civil war and a great malediction, Ulm is ruled from the Black Forest by secret orders, blood mages, and vampires supported by infantry, knights, and ghoul guardians.

Official manual, page 383

Agartha, Ktonian Dead

The Pale Ones are gone, leaving human cave-dwellers to command their dead Oracles, animated statues, heavy infantry, and powerful earth-death magic.

Official manual, page 385

Marignon, Conquerors of the Sea

The old theocracy has become a seaborne imperial power whose sailors, crossbows, flagellants, inquisitors, and blood priests carry fiery faith across the oceans.

Official manual, page 387

Abysia, Blood of Humans

Humanbred descendants now dominate a fading Abysia, retaining fire resistance, disciplined infantry, axe throwers, and the old kingdom's fire and blood magic.

Official manual, page 389

Ragha, Dual Kingdom

Abysian-descended Turans and winged Airyan refugees share a seasonal monarchy, blending fire and ice, gryphon cavalry, flying troops, and both nations' magical traditions.

Official manual, page 391

Caelum, Return of the Raptors

The Raptor Clan has returned to prominence among Caelum's winged peoples, bringing earth and death magic to fast archers, ice troops, and mammoths.

Official manual, page 393

Gath, Last of the Giants

The last Gittite giants rule alongside several human tribes, fielding mighty sacred warriors and mages of fire, earth, astral, blood, nature, and death.

Official manual, page 395

Patala, Reign of the Nagas

Naga kings now rule the ape lands, joining sacred amphibious serpent warriors with monkey infantry, missile troops, and strong water, earth, nature, and astral magic.

Official manual, page 397

T'ien Ch'i, Barbarian Kings

Khans have seized a crumbling Celestial Empire, adding cavalry and mounted warfare to its heavy infantry, archers, celestial summons, and broad magical tradition.

Official manual, page 399

Jomon, Human Daimyos

Human rebels who overthrew Bakemono rule through rival Daimyos, fielding samurai infantry, archers, cavalry, ninja assassins, and many national summons.

Official manual, page 401

Mictlan, Blood and Rain

Atlantians have joined Mictlan's rain cult, adding sacred amphibious warriors and water magic to its light troops, blood sacrifices, and Jaguar and Eagle Warriors.

Official manual, page 403

Xibalba, Return of the Zotz

The bat people have reclaimed their caverns, mustering swarms of stealthy fliers and a few amphibious Muuch under water, death, earth, and blood mages.

Official manual, page 405

C'tis, Desert Tombs

The old swamps have become desert and the lizard kingdom now marches with reanimated dead, undead priests, and powerful death and fire magic.

Official manual, page 407

Midgård, Age of Men

Humans have inherited Vanheim while a few Vanir remain, combining heavy infantry, sailors, skinshifters, berserkers, and masters of air, astral, and blood magic.

Official manual, page 409

Bogarus, Age of Heroes

A cold human principality descended from Vanarus fields cavalry, mounted archers, and infantry while its learned mages command an unusually wide range of magic.

Official manual, page 410

Utgård, Well of Urd

Humans now share the old giant realm with remaining Jotuns, combining giant and human infantry with water, astral, death, glamour, and blood magic.

Official manual, page 412

Vaettiheim, Wolf Kin Jarldom

Small, stealthy Vaettir have founded their own cold jarldom, riding wolves and serving alongside a few giants under death, glamour, nature, and blood mages.

Official manual, page 414

Feminie, Sage-Queens

A hidden Amazon queendom freed from Ind fields sacred human infantry and knights beneath sage-queens whose dominion conceals the realm's borders.

Official manual, page 416

Piconye, Legacy of the Prester King

Small horned people once subject to Ind now defend their own kingdom with Bird Knights, sacred crossbowmen, strong priests, and astral-earth magic.

Official manual, page 418

Andramania, Dog Republic

Civilised Cynocephalian dog-men have built a disciplined republic whose conscript infantry and crossbowmen fight under mages of fire, astral, nature, and earth.

Official manual, page 420

Pyrène, Cambion Kings

Cambion dynasties rule a feudal mountain kingdom of cave-descended humans, crossbowmen, knights, and sacred demon cavalry supported by blood and glamour magic.

Official manual, page 422

Erytheia, Kingdom of Two Worlds

A marriage between Pelagian and Arcoscephalian colonies created a realm spanning land and sea, with amphibious mermen, Tritons, humans, and broad elemental magic.

Official manual, page 424

Atlantis, Frozen Sea

Exiled Atlantians have settled an icy coast, becoming ocean-sailing amphibians armed with magical ice polearms and supported by water and death magic.

Official manual, page 426

R'lyeh, Dreamlands

Alien Starspawn and Illithids rule an underwater slave empire of Atlantians, hybrids, and summoned Void beings, spreading insanity through astral and dream magic.

Official manual, page 428