Source: nation names and page numbers follow Illwinter's official Dominions 6 manual. Each summary is my shortened version of the corresponding introduction.
Arcoscephale, The Old Kingdom
An ageing human kingdom preserves archaic armies of hoplites, cavalry, and elephants while returning Astrologers and Mystics rebuild its once-famous magical strength.
Phlegra, Deformed Giants
Descendants of Mekone's Gigantes dominate a much larger slave population, relying on deformed giants, human taskmasters, and formidable fire-earth magic.
Pangaea, Age of Bronze
Satyrs, centaurs, and minotaurs remain bound to the forests, but bronze weapons and armour now reinforce their sacred warriors and nature mages.
Asphodel, Carrion Woods
A corrupted branch of Pangaea turns the forest toward death, raising carrion creatures and undead half-men as its dominion consumes the living population.
Ermor, Ashen Empire
The old empire has collapsed into an undead catastrophe whose death mages, spectral legions, and lethal dominion replace ordinary recruitment and economy.
Sceleria, The Reformed Empire
A human successor to Ermor combines disciplined legionnaires with Thaumaturgs and priests who reanimate large numbers of undead servants.
Pythium, Emerald Empire
A surviving imperial state fields legionnaires and sacred troops beneath Theurgs whose astral communions preserve the magical traditions that escaped Ermor's fall.
Man, Tower of Avalon
A feudal human kingdom built over conquered Tuatha lands, known for longbowmen, knights, Wardens, and the air and nature magic of Avalon.
Eriu, Last of the Tuatha
The remaining Tuatha and Sidhe live among Fir Bolg and humans after losing their blessed isle, fighting through stealth, glamour, and mobile sacred warriors.
Agartha, Golem Cult
Humans now dominate the cavern realm while the dwindling Pale Ones and their Oracles support a cult of statues, constructs, and powerful earth magic.
Ulm, Forges of Ulm
An iron-clad human kingdom turns the Enigma of Steel into massed heavy infantry, crossbows, master smiths, and exceptionally productive fortresses.
Marignon, Fiery Justice
A militant feudal theocracy sends inquisitors, crossbowmen, knights, and flagellants against heresy under strong fire and astral mages.
Pyrène, Time of the Akelarre
Pyrène has become a mountain feudal kingdom where human nobles coexist uneasily with Sorginak witches, Jentilak giants, and the secret gatherings of the Akelarre.
Abysia, Blood and Fire
The magma-born people retain their heavy infantry and fire immunity while Warlocks and blood priests give the volcanic kingdom an increasingly sinister magical arm.
Ashdod, Reign of the Anakim
Degenerated descendants of the Nephilim still tower over other peoples, ruling human subjects with mighty Anakite warriors and broad fire, earth, astral, and blood magic.
Na'Ba, Queens of the Desert
Jiniri queens descended from Ubar rule a desert realm of human soldiers and Jinn, drawing on strong air, fire, and glamour magic.
Uruk, City States
The Enkidu realm has grown into rival city-states whose urban armies, rural levies, priestesses, and shamans retain strong ties to plains, swamps, and ancient spirits.
Ind, Magnificent Kingdom of Exalted Virtue
A fabulously wealthy sacred kingdom led by the Prester King commands many unusual subject peoples, diverse armies, and an exceptionally influential priesthood.
Bandar Log, Land of the Apes
Civilised apes now rule themselves, combining numerous monkey troops, Bandar warriors, sacred White Ones, elephants, and accomplished astral and nature mages.
T'ien Ch'i, Imperial Bureaucracy
An ancient Celestial Empire supports balanced infantry, cavalry, and archers through an efficient bureaucracy and mages drawn from every elemental path.
Shinuyama, Land of the Bakemono
Bakemono who overthrew their Oni masters have founded a mountain kingdom of goblin armies, skilled smiths, assassins, and powerful sorcerers.
Caelum, Reign of the Seraphim
Winged clans are united beneath the Seraphim, fielding fast archers, ice-armoured troops, and mammoths under masters of air and water magic.
Nazca, Kingdom of the Sun
A winged mountain necrocracy venerates its dead Sun Kings, using living and mummified servants alongside strong air, death, and solar magic.
Mictlan, Reign of the Lawgiver
The old tribal empire has been reshaped by the Lawgiver, retaining light armies and sacred Jaguar and Eagle Warriors while turning away from its former blood cult.
Xibalba, Flooded Caves
Bat people and amphibious Muuch share a realm of flooded caverns, combining flying and aquatic troops with water, death, earth, and blood magic.
C'tis, Miasma
The lizard kingdom's warm swamps are protected by a supernatural miasma, while Sauromancers lead poison-resistant troops through death and nature magic.
Machaka, Reign of Sorcerors
A sacral human kingdom ruled by a replaceable priest-king relies on hoplites, archers, spider riders, and feared sorcerers of fire, earth, death, and nature.
Phaeacia, Isle of the Dark Ships
Colossi queens rule a wealthy island whose magical Dark Ships cross the oceans, carrying heavy troops and mages with unusually broad elemental access.
Vanheim, Arrival of Man
Humans now form most of Vanheim's population, but the dwindling Vanir still rule through glamour, sailing, enchanted cavalry, and powerful air magic.
Vanarus, Land of the Chuds
Vanir influence has reshaped the cold lands of humans and Chudes into a mixed realm of infantry, mounted archers, sacred warriors, and northern sorcery.
Jotunheim, Iron Woods
Jotun giants descended from primordial frost beings rule cold forests with giant infantry, goblin servants, skinshifters, and water, death, nature, and blood magic.
Nidavangr, Bear, Wolf and Crow
Fierce human settlers occupy frozen mountains and moors, fighting as berserkers and skinshifters under smiths, seers, and the old powers of bear, wolf, and crow.
Ys, Morgen Queens
Morgen queens rule the splendid coastal city of Ys, joining Tuatha heritage, amphibious nobles, sacred knights, and strong water and glamour magic.
Pelagia, Triton Kings
Triton kings and amphibious mermen defend a mature underwater realm with varied marine infantry and dependable water, astral, and nature magic.
Oceania, Mermidons
Underwater half-men have lost much of their old domain, but Mermidon warriors and adaptable nature-water mages still defend the remaining kelp forests.
Atlantis, Kings of the Deep
After the fall of the Basalt City, amphibious Atlantians rebuild under new kings with heavy infantry and strong water, earth, and death magic.
R'lyeh, Fallen Star
Alien Starspawn from a shattered world rule beneath the sea, enslaving Atlantians and mermen through mind power and overwhelming astral magic.