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 0 full dossiers Manual revision 2 Updated 14 September 2026

Source: nation names and page numbers follow Illwinter's official Dominions 6 manual. Each summary is my shortened version of the corresponding introduction.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Jomon, Human Daimyos

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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.