Nation catalogue

Middle Age

The Middle Age contains 37 nations, including successor empires, transformed elder realms, mature human kingdoms, and powers born from the disasters of the Early Age.

Official manual 37 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, 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 303

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.

Official manual, page 305

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.

Official manual, page 306

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.

Official manual, page 308

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.

Official manual, page 310

Sceleria, 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 311

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.

Official manual, page 313

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.

Official manual, page 315

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.

Official manual, page 317

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.

Official manual, page 319

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.

Official manual, page 321

Marignon, Fiery Justice

A militant feudal theocracy sends inquisitors, crossbowmen, knights, and flagellants against heresy under strong fire and astral mages.

Official manual, page 323

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.

Official manual, page 325

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.

Official manual, page 327

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.

Official manual, page 329

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.

Official manual, page 331

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.

Official manual, page 333

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.

Official manual, page 335

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.

Official manual, page 336

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.

Official manual, page 338

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.

Official manual, page 340

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.

Official manual, page 342

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.

Official manual, page 344

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.

Official manual, page 346

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.

Official manual, page 348

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.

Official manual, page 350

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.

Official manual, page 352

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.

Official manual, page 354

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.

Official manual, page 356

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.

Official manual, page 357

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.

Official manual, page 359

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.

Official manual, page 361

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.

Official manual, page 363

Pelagia, 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 365

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.

Official manual, page 367

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.

Official manual, page 369

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.

Official manual, page 371