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, 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.
Official manual, page 303Phlegra, Deformed Giants
Descendants of Mekone's Gigantes dominate a much larger slave population, relying on deformed giants, human taskmasters, and formidable fire-earth magic.
Official manual, page 305Pangaea, 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.
Official manual, page 306Asphodel, 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.
Official manual, page 308Ermor, Ashen Empire
The old empire has collapsed into an undead catastrophe whose death mages, spectral legions, and lethal dominion replace ordinary recruitment and economy.
Official manual, page 310Sceleria, The Reformed Empire
A human successor to Ermor combines disciplined legionnaires with Thaumaturgs and priests who reanimate large numbers of undead servants.
Official manual, page 311Pythium, 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.
Official manual, page 313Man, 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.
Official manual, page 315Eriu, 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.
Official manual, page 317Agartha, 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.
Official manual, page 319Ulm, Forges of Ulm
An iron-clad human kingdom turns the Enigma of Steel into massed heavy infantry, crossbows, master smiths, and exceptionally productive fortresses.
Official manual, page 321Marignon, Fiery Justice
A militant feudal theocracy sends inquisitors, crossbowmen, knights, and flagellants against heresy under strong fire and astral mages.
Official manual, page 323Pyrène, 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.
Official manual, page 325Abysia, 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.
Official manual, page 327Ashdod, 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.
Official manual, page 329Na'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.
Official manual, page 331Uruk, 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.
Official manual, page 333Ind, 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.
Official manual, page 335Bandar 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.
Official manual, page 336T'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.
Official manual, page 338Shinuyama, Land of the Bakemono
Bakemono who overthrew their Oni masters have founded a mountain kingdom of goblin armies, skilled smiths, assassins, and powerful sorcerers.
Official manual, page 340Caelum, 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.
Official manual, page 342Nazca, 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.
Official manual, page 344Mictlan, 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.
Official manual, page 346Xibalba, 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.
Official manual, page 348C'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.
Official manual, page 350Machaka, 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.
Official manual, page 352Phaeacia, 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.
Official manual, page 354Vanheim, 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.
Official manual, page 356Vanarus, 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.
Official manual, page 357Jotunheim, 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.
Official manual, page 359Nidavangr, 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.
Official manual, page 361Ys, Morgen Queens
Morgen queens rule the splendid coastal city of Ys, joining Tuatha heritage, amphibious nobles, sacred knights, and strong water and glamour magic.
Official manual, page 363Pelagia, Triton Kings
Triton kings and amphibious mermen defend a mature underwater realm with varied marine infantry and dependable water, astral, and nature magic.
Official manual, page 365Oceania, 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.
Official manual, page 367Atlantis, 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.
Official manual, page 369R'lyeh, Fallen Star
Alien Starspawn from a shattered world rule beneath the sea, enslaving Atlantians and mermen through mind power and overwhelming astral magic.
Official manual, page 371