User Tools

Site Tools


dom6:ermor-ea

EA Ermor, the New Faith

Lore

Ermor is an empire centered around a great city. For centuries it has grown and become more and more influential. Traders and travelers from near and far come to the city. By military campaigns, diplomacy and trade, Ermor has become a power to be reckoned with. By adopting local traditions and beliefs, the Ermorians posed little threat to neighbors and conquered peoples, but this has begun to change. A new God is rising. Old syncretistic faiths and spirit worship were banned by a Prophet dressed in white shrouds. The remnants of his body and shrouds are buried in the Holy City of Eldregate where the adherents of the New Faith are awaiting the arrival of the Reawakening God foreseen by the Prophet. The all-encompassing old state cult of the Numinas still survives, but the Pontifices and Flamen are slowly adopting the New Faith.

"Ermor was initially a conglomerate of the Roman Empire and undead nations of general fantasy stock. With time, it has received a history that begins as something like the early Roman republic, with military units of that age and priests and diviners inspired by Roman religious officials. The New Faith replaces the old state cult of the Numina, as Christianity eventually replaced the old Roman state cult. With the turn of the age, the mistake of the Augurs becomes apparent, and the nation is brought into darkness.

Ermor is one of the first conceived nations in the Dominions universe. In the first Dominions, the Ermorian backstory influenced many of the other nations. When the eras were introduced in Dominions 3, the undead empire ended up in the late age and the Dominions history lost some of its coherency. With Dominions 4, I tried to straighten things up and once more placed the Ashen Empire of Ermor in the middle age where its antagonists and splinter empires can be found.

The backstories of Sceleria, Pythium, Marignon and Ulm are all influenced by Ermor. Several other nations have interacted with the nation or its shadow. It would be difficult to imagine the Dominions setting without Ermor. . . .

During the subjugation of C’tis, lizard soldiers were recruited into the Ermorian ranks. Lizard Auxiliares have since been a regular part of the Ermorian army. The lizards are armed as Hastati, but wear ring mail cuirass of C’tissian design, and use round shields instead of the tower shields standard to the Imperial Legions. . . .

Ermor was once a great empire that had conquered much of the known world. The realm crumbled as the great mages of the Empire studied dark magic under the Sauromancers of C’tis. Unaware of the dangers of dark sorcery, priests performed unholy rites in the capital city of Eldregate. But there were voices who demanded that the foul practices stop. Theurgs and Thaumaturgs foresaw the cataclysm and advised generals, governors, and consuls to revolt. When the Apostate Emperor marched on Ermor itself, the Augurs and Bishops of the Empire were forced to act in concert. In one cataclysmic event, Death was let loose and the empire was shattered. The Cataclysm attracted attention from an earlier God, a dark and hungry God. The vast power of this Awakening God erased the boundaries between the land of the living and the land of the dead. Ermor is now a cursed land of ashes and darkness where nothing grows. The bones of long-dead inhabitants reassemble to form legions of undead under the leadership of the cursed priests of the old Ermorian faith. Undead legions march forth to conquer a world once theirs. The Ermorian Dominion reanimates the dead without the aid of unholy priests. It also destroys the land, turning crops and forests into ashes, and people and livestock into bones. The Pretender God of Ermor will also be able to sense where any corpses are in provinces under his Dominion." -Illwinter

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
fire 33 (rare 4)
death 33 (rare 4)
astral 22 (rare 3)
air 11 (rare 2)
water 11
earth 11
nature 11
holy 33
Hero
holy 44
Summon
water 11earth 11nature 22 (req. nature 11)
Human Legionnaires
Lizard Auxiliaries
Levy
Stealthy
Recuperation
Healer
Grand Communicant
Old Age
Advanced Forts
Starts with a Fortified City

Capitol Gems: 3firegem3astralpearl
Order Limit + 1

Marginal Magic: Ermor can recruit mage-priests off-capital. These offer a different sort of magic access from what the forts have:

On-Fort Off-Fort
fire 33 (rare 4)
death 33 (rare 4)
astral 22 (rare 3)
air 11 (rare 2)
holy 33 (holy 22 off-capital)
fire 22
air 11
water 11
earth 11
nature 11
holy 22

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
35
4
1
Stealthy(50)
Mountain Survival
Forest Survival
Commentary here.
Assassin
80
4
1
Stealthy(65)
Ambidextrous(2)
Assassin 1
Commmentary here.
Centurion
95
21
1
Commentary here.
Legatus Legionis
150
21
2
Commentary here.
Acolyte
65
1
1
holy 11
Sacred
Commentary here.
Bishop of the Sacred Shroud
155
1
2
holy 22
Sacred
Recuperation
Healer 1
Commentary Here.
Augur
90
2
2
fire 11astral 11 9
Fortune Teller 10%
Commentary here.
Augur Elder
295
2
4
fire 22astral 11death 22random1100%
10%
17
Fortune Teller 10%
Old Age (60/46)
Commentary here.
Praefectus Equitum
195
33
1
Capital Only
holy 11
Sacred
Recuperation
Skilled Rider (2)
Commentary here.
War Horse
Sacred
Recuperation
Animal
Commentary here.
Arch Bishop of the Sacred Shroud
235
1
4
Capital Only
holy 33
Sacred
Recuperation
Healer 1
Commentary Here.
Flamen
185
1
2
Non-fort Recruit Only
fire 11holy 11random1100% 9
Sacred
Grand Communicant
Commentary Here.
Pontifex
145
1
2
Non-fort Recruit Only
fire 11holy 22rp 77
Sacred
Grand Communicant
Commentary Here.

Troops

Sprite Unit Name Special Attributes Comments
Slinger
7
2
3
Commentary here.
Accensus
8
9
5
Commentary here.
Retiarius
10
1
9
Levy Commentary here.
Gladiator
10
1
9
Levy Commentary here.
Leve
10
8
9
Commentary here.
Rorarus
10
13
8
Commentary here.
Lizard Auxiliare
10
11
11
Poison Resistance (5)
Cold Blooded
Swamp Survival
Swimming
Commentary here.
Hastatus
11
14
12
Commentary here.
Principe
14
16
20
Commentary here.
Triarius
15
28
25
Formation Fighter (2)
Old Age (55/50)
Commentary here.
Standard
20
14
21
Standard (1) Commentary here.
Equite
40
33
46
Commentary here.
War Horse Animal Commentary here.
Equite of the Sacred Shroud
60
33
48
Capital Only
Sacred
Recuperation
Skilled Rider (1)
Commentary here.
War Horse Sacred
Recuperation
Animal
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Cornelius - Pontifex Maximus fire 22astral 22holy 33rp 1313
Sacred
Commentary here.
Innocentius - Primate holy 44
Sacred
Recuperation
Healer (2)
Commentary here.
Achillia - Gladiatrix Sacred
Bodyguard (2)
Starts with (Slave Collar)
Female
Commentary here.

National Spell and an Item

Summons

Summon Spell Unit Special Attributes Comments
Contact Lar
(Conjuration 5)
nature 11 and 16naturegem

Lar
water 11earth 11nature 22rp 1313
Sacred
Poison Resistance (15)
Stealthy (40)
Supply Bonus (+35)
Reduces Unrest (2)
Poison Resistance (15)
Magic Being
Ethereal
Need Not Eat
Forest Survival
Recuperation
Spirit Sight
Summoned by any nature 11 Flamen, or likely an independent Shaman or Woodhenge Druid, the Lar is a sneaky and relatively sturdy mage with a useful path spread. He locks in Water and Earth access for the nation, and he deepens Ermor's Nature access. Though it's hard to go wrong with having mages Research, a Lar can also accompany Ermorian armies while hiding, offering a head-start on Unrest reduction and boosting Supplies.

Discounted Item

  • Shroud of the Battle Saint (Construction 5)
    astral 11 and 4astralpearl
    A cursed item that trades whatever the bearer's original armor was for being permanently Blessed. This even works on those who are not Sacred, so you can (for example):
    • Put extra Map Movement and/or Flight on your Elder Augurs
    • Put additional Leadership on your Centurions and Legates
    • Strengthen Ermor's various Death commander summons in the late game, and/or mend your endgame Tartarians

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Recruit Access

Elements

  • fire 33 on one-in-four Augur Elders
  • air 11 on one-in-four Augur Elders
  • water 11 on one-in-five Flamens (off-fort only)
  • earth 11 on one-in-five Flamens (off-fort only)

Sorcery

  • astral 22 on one-in-four Augur Elders
  • death 33 on one-in-four Augur Elders
  • nature 11 on one-in-five Flamens (off-fort only)
  • No glamour magic

Rites

  • No blood magic
  • holy 33 on each Arch Bishop of the Sacred Shroud (capital only), holy 22 off-capital

Crosspaths

  • fire 33astral 11death 22, fire 22astral 22death 22, and fire 22astral 11death 33: Various powerful Evocations, Bane Fire summons (including Antrax - King of Banefires)
  • fire 22air 11astral 11death 22: Cloud spells (i.e. Sulphur Haze), Breath of the Desert (+Heat3 ritual), Corpse Constructs
  • fire 11water 11: Acid spells, Geyser (large-AOE Fire damage), Rune Smasher (+2 Penetration)
  • fire 11earth 11: Magma Bolts (igniting projectiles), Scorpion Beasts, Terracotta Soldiers, some useful battle items
  • fire 11nature 11: Seven Year Fever (Disease spell), Elixir of Life (Unaging item with an Extra Life)

Boosting Guide

See Magic Access for full guide.

Multi-Path Boosters

EA Ermor has the right paths and crosspaths for some of the major Multi-path boosters but the levels of its mages are so low it makes it difficult to get any of them.

Fire

Old
Level
New
Level
How Gems
Standard
fire 33death 22 Augur Elder 1 in 4
fire 11death 11 + Skull of Fire Cons. 7 5firegem5deathgem
fire 44 fire 55 Flame Helmet Cons. 5 30firegem
fire 55 fire 66 King of Elemental Fire Limited Amount +
Flame Helmet
Conj. 8 50firegem
Uniques
fire 33 fire 44 The Ruby Eye Unique, Unremovable Cons. 9 15firegem
fire 44 fire 55 Orb of Elemental Fire Unique Cons. 9 25firegem
Crosspaths
fire 22astral 22 Augur Elder 1 in 4
fire 22astral 22 fire 22astral 55 Augur Elder +
fire 22astral 55 + The Staff from the Sun Cons. 9 5firegem40astralpearl
fire 22death 33 Augur Elder 1 in 4
fire 22death 33 fire 44death 33 Augur Elder +
fire 44death 33 fire 44death 33 King of Banefires Unique Conj. 8 50deathgem
fire 44death 33 fire 66death 33 Antrax - King of Banefires +

fire 55astral 55 gets The Forbidden Light Unique which gives +. It requires the Augur Elder to have at least five boosters at the same time, though, so getting it is not very practical.

Air

Old
Level
New
Level
How Gems
Standard
air 11astral 11 Augur Elder 1 in 4
air 11astral 11 air 22astral 11 Augur Elder + Empowerment in 30airgem
air 22astral 11 air 22astral 22 Augur Elder +
air 22astral 22 + Tome of High Power Unique Cons. 9 10airgem10astralpearl

Air is always hard to climb, unless you start at air 44. EA Ermor does not. Getting the Unique Tome of High Power will save one empowerment on the way up to air 44.

Water

Old
Level
New
Level
How Gems
Standard
water 11 Flamen 1 in 5
water 11 water 22 Water Bracelet Cons. 7 5watergem
water 22 water 33 Empowerment 2 30watergem
water 33 water 44 Robe of the Sea Cons. 5 15watergem
water 44 water 55 Sea King's Court +
Water Bracelet +
Robe of the Sea
Conj. 6 55watergem
water 55 water 77 Queen of Elemental Water Limited Amount +
Water Bracelet +
Robe of the Sea
Conj. 6 50watergem
Uniques
water 44 water 55 Orb of Elemental Water Unique Cons. 9 25watergem
Crosspaths
nature 11 Flamen 1 in 5
nature 11 water 11nature 22 Contact Lar Conj. 5 16naturegem
water 11nature 22 water 33nature 22 Lar +
water 33nature 22 water 33nature 33 Contact Naiad Conj. 5 25watergem
water 33nature 33 water 55nature 33 Naiad +
water 11earth 11 Lar (See above.)
water 11earth 11 water 44earth 11 Lar +
water 44earth 11 + Orb of Atlantis Unique Cons. 9 25watergem5earthgem

Trying for the Orb of Atlantis requires three boosters, which means getting the Orb of Elemental Water.

Earth

Old
Level
New
Level
How Gems
Standard
earth 11 Flamen 1 in 5
Crosspaths
nature 11 Flamen 1 in 5
nature 11 earth 11nature 22 Contact Lar Conj. 5 16naturegem
earth 11nature 22 earth 22nature 22 Lar +
earth 22nature 22 + The Tome of Gaia Unique Cons. 9 10earthgem10naturegem

To see how to take the earth 11 Flamen higher, see the Earth summary in Magic Access. It takes multiple levels of empowerment. Summoning the Lar and getting the The Tome of Gaia only saves one level of empowerment.

Astral

Old
Level
New
Level
How Gems
astral 22 Augur Elder 1 in 4
astral 22 astral 33 Starshine Skullcap Cons. 7 10astralpearl

See Air for how to make a Tome of High Power.

Death

Old
Level
New
Level
How Gems
Standard
death 33 Augur Elder 1 in 4
death 22 + Skull Staff Cons. 5 10deathgem
death 44 death 55 Empowerment 4 60deathgem
death 55 + Skullface Cons. 7 40deathgem
Unique
death 22 + The Flailing Hands Unique Cons. 9 10deathgem
death 66 + Sun Slayer Unique Cons. 9 60deathgem
death 66 + Sceptre of Dark Regency Unique Cons. 9 60deathgem
Crosspaths
fire 11earth 11 Flamen 1 in 5
fire 11earth 11 fire 11earth 33 Flamen +
fire 11earth 33 The Copper Arm Cons. 7 5firegem15earthgem
death 33 Augur Elder 1 in 4
death 33 death 66 Augur Elder + The Copper Arm +
Skull Staff + Sceptre of Dark Regency
fire 11earth 11 fire 33earth 33 Flamen +
fire 33earth 33 The Silver Arms Cons. 9 15firegem15earthgem
death 33 death 55 Augur Elder + The Silver Arms +
Skull Staff + The Flailing Hands

Nature

Old
Level
New
Level
How Gems
Standard
nature 11 Flamen 1 in 5
nature 11 nature 22 Contact Lar Conj. 5 16naturegem
nature 22 + Thistle mace Cons. 5 10naturegem
nature 33 nature 55 Empowerment 3 +
Empowerment 4
45naturegem
60naturegem
nature 55 nature 66 Treelord's Staff (Can't be used with Thistle Mace) Cons. 7 40naturegem
Crosspaths
water 11nature 22 water 33nature 22 Lar +
water 33nature 22 water 33nature 33 Contact Naiad Conj. 5 25watergem
nature 33 nature 44 Naiad +
earth 11nature 22 earth 22nature 22 Lar +
earth 22nature 22 + The Tome of Gaia Unique Cons. 9 10earthgem10naturegem
fire 11earth 11 Flamen 1 in 5
fire 11earth 11 fire 11earth 33 Flamen +
fire 11earth 33 The Copper Arm Cons. 7 5firegem15earthgem
+ Nature Mage + The Copper Arm +
Thistle Mace + Treelord's Staff
1 in 4

In order to get to the Treelord's Staff, normally two expensive levels of empowerment are needed. If a Naiad is summoned and the unique The Tome of Gaia is created, no empowerment is necessary. Forging The Copper Arm is very doable, and allows the Thistle Mace and Treelord's Staff to be used together, for a combined +.

Glamour

No national access.

Old
Level
New
Level
How School Gems
earth 44 glamour 11 Troll King's Court Conj. 6 65earthgem
death 33 At least glamour 11 Summon Spectre (7 in 16) Conj. 6 22deathgem

Blood

No national access.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/ermor-ea.txt · Last modified: 2024/05/31 14:29 by joste