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dom6:eriu-ma

MA Eriu, Last of the Tuatha

Lore

"With the development of Tir na n'Og it became evident that I wanted another nation of Irish stock to accommodate human heroes such as Cu Chulainn. The legacy of Tir na n'Og was split between Eriu and Man and the remaining Sidhe became to Eriu what the Vanir were to Vanheim in later ages, a blessed ruling race with human subjects." –Illwinter

"When men came to the land of the Tuatha and the Fir Bolg, there was a drawn out battle which ended with the defeat and total withdrawal of the Tuatha. The Land of the Ever Young was forever lost to this world and Avalon was taken by the Witches of Man. The Sidhe, descendants of the Tuatha, retreated into strange twilight realms with entrances hidden in ancient mounds. The land of the Fir Bolg was split by the invading forces: Man and their Witches, and the Milesians. The Milesians named their land Eriu. Most of the Eriu population is composed of humans of Milesian ancestry, but a few Fir Bolg still survive in remote villages. With the coming of the New God, the Daoine Sidhe have re-emerged from their magical mounds to lead the Milesians. Eriu is now a nation of humans and Fir Bolg led by the awakening Sidhe." - Official Description

In the Lebor Gabála Érenn (also known as the Book of Invasions or the Invasion Cycle), there are six peoples who take Ireland. The first were the Cesairians, followers of one of the sons of Noah (from Noah's Ark), who were submerged with the Great Flood. The second were the Partholonians, who defeated a race of destructive gods known as the Fomorians but were then wiped out by a plague in a single week. The third were the Nemedians, who defeated the Fomorians four times but were then devastated by another plague, reduced to vassals of the Fomorians that were destroyed in a rebellion. The fourth were the Fir Bolg, who enjoyed independence for only 37 years; the fifth group, the Tuatha de Danann ("the tribe of the goddess Danu"), then swept in with supernatural powers and vassalized the Fir Bolg, contesting control of the island with the Fomorians until the legendary Lugh settled things for the Tuatha. The sixth and final group were the Milesians, the "modern Irish", who subdued the Tuatha's magic and then divided Ireland with them; the Milesians got the surface, while the Tuatha got the underside of Ireland and retreated to their new dominion through burial mounds known as "Sidhe".

Eriu (literally the Irish name for Ireland) is the Kingdom of the Milesians. In the Dominions version of things, the Sidhe (permanent residents of the under/otherworld in Irish mythology) were the noble descendants of the Tuatha and the direct Lords of the Fir Bolg, while the Tuatha preferred to stay on their favorite island, Tir na n'Og. When the Milesians arrived, they overwhelmed the Sidhe all at once, and the Tuatha failed to save the day with a heroic countercharge. Most of the surviving Tuatha fled to either Tir na n'Og or Ker-Ys, both of which vanished without a trace – Ker-Ys disappeared under the waves, but Tir na n'Og disappeared from the world altogether. The Milesians tried conquering Tir na n'Og instead of cleaning up, so the Sidhe and the last Tuatha that remained with them disappeared into faery lands underground through the mounds of ancient kings. The Fir Bolg were abandoned, of course, but the Milesians were firm in their position and interbred with their new vassals. Unlike the Witches of Man, the Milesians were unable to secure any of the Magical secrets of their conquered foes; luckily for them, the Sidhe have been encouraged to return to the world by a new Pretender, and the last of the Tuatha have followed them out.

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
glamour 44 (Rare 5)
nature 33 (Rare 4)
air 22
earth 22
water 22
fire 11
holy 22
Hero
air 22water 11death 44glamour 22
air 22death 22glamour 22
Human & Fir Bolg infantry
Light Chariots
Sacred Sidhe infantry
Stealthy
Darkvision
Glamour
Iron Vulnerability
Spell Singer
Standard Forts
Temples Cost 300

Capitol Gems: 2naturegem3glamourgem
Luck Limit + 1

Fir Bolg: Hit Points + 3, Magic Resistance + 3, Morale + 1, Strength + 2, Attack Skill + 2, Defense Skill + 3, Combat Speed + 1, Map Move + 4
Sidhe and Tuatha: Hit Points + 3, Magic Resistance + 4, Morale + 2, Strength + 2, Attack Skill + 3, Defense Skill + 3, Precision + 2, Combat Speed + 1, Darkvision 50, Stealthy, Iron Vulnerability, Glamour, Forest Survival

The majority in Eriu are Milesian humans, Size 3 (three-to-a-square) fellows. Milesians are very similar to average humans, but they have a little Nemedian ("elvish") ancestry through the half-Nemedian Fir Bolg; this gives them 11 Magic Resistance, and prevents them from getting physically old until the age of 70. Otherwise their stats are equal to that of average humans: zero Protection, 3 Encumbrance, 14 Map Movement (16 if a commander), and 12 Combat Speed without armor, and 10's in everything else.

The Fir Bolg still exist as their own thing, though they've had to isolate to avoid siring mere Milesians; the clans can be recruited in highlands, in mountainous provinces, and in Eriu Proper. Such isolation has taught them to be Stealthy mountaineers. Due to the gradual shift of peoples in the Early Ages, the Fir Bolg are both parents and half-uncles of Eriu's lords, not particularly magical but still quite superhuman. The average warrior among them has 13 HP, 11 Strength, 12 Attack Skill, 13 Defence Skill naked, 12 Precision, 11 Morale, 13 Magic Resistance, and 13 Combat Speed (also naked).

Eriu's lords are the Daoine Sidhe, "elves" who've returned from the burial mounds of their old kings. Though similar in form to the Fir Bolg, they have many distinguishing features; among these are Forest Survival and 50% Darkvision from time spent in the fay realms, innate Stealthiness, and the fay art of Glamour. They also take 1 more damage from Iron, however. Sidhe warriors are very much like Fir Bolg warriors, except that they have 12 Strength, 13 Attack Skill, 14 Magic Resistance, and 12 Morale.
This doesn't even touch on the Tuatha, the more-magical parents of the Sidhe and the stepsiblings of the Fir Bolg; they are essentially far-better Sidhe.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Milesian Scout
Gold 35
4
1
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Milesian Champion
55
22
1
Commentary here.
Milesian Monk
Gold 45
1
1
holy 11
Sacred
Commentary here.
Bard
105
5
2
glamour 11rp 77
Stealthy (50)
Spy
Forest Survival
Spell Singer
Commentary here.
Milesian Mage
160
1
2
air 11earth 11random1100%rp 1111 Commentary here.
Sidhe Champion
225
19
2
nature 11glamour 11holy 11rp 99
Sacred
Darkvision (50%)
Stealthy (65)
Supply Bonus (10)
Iron Vulnerability (1)
Glamour
Forest Survival
Spell Singer
Commentary here.
Bean Sidhe
285
1
2
water 11nature 11glamour 11random1100%rp 1313
Sacred
Stealthy (65)
Darkvision (50%)
Glamour
Spell Singer
Supply Bonus (10)
Iron Vulnerability(1)
Forest Survival
Female
Commentary here.
Sidhe Lord
375
17
2
nature 11glamour 22holy 22rp 1111
Sacred
Darkvision (50%)
Stealthy (65)
Supply Bonus (10)
Iron Vulnerability (1)
Skilled Rider (4)
Glamour
Forest Survival
Spell Singer
Commentary here.
Fay Horse Sacred
Poison Resistance (10)
Disease Resistance (100%)
Stealthy (65)
Smart Mount (100)
Animal
Glamour
True Sight
Commentary here.
Fir Bolg Champion
70
12
1
Capital Recruit
Highland Fort Recruit
Stealthy (40)
Berserker (3)
Mountain Survival
Commentary here.
Fir Bolg Druid
95
2
2
Capital Recruit
Highland Fort Recruit
air 11random1100%rp 99 Commentary here.
Tuatha
630
23
4
Capital Only
nature 22glamour 33random1100%
10%
holy 22rp 1717
Sacred
Darkvision (50%)
Stealthy (65)
Supply Bonus (20)
Iron Vulnerability (1)
Skilled Rider (5)
Glamour
Forest Survival
Spell Singer
Commentary here.
Fay Horse See above. Commentary here.

Troops

Sprite Unit Name Attribute Comments
Milesian Slinger
7
2
4
Commentary here.
Milesian Spearman
10
9
11
Commentary here.
Milesian Longspear
10
13
11
Commentary here.
Milesian Swordsman
10
18
11
Commentary here.
Milesian Man at Arms
14
24
20
Bodyguard (2) Commentary here.
Fir Bolg Slinger
11
2
12
Capital Recruit
Highland Fort Recruit
Stealthy (40)
Mountain Survival
Commentary here.
Fir Bolg Clan Warrior
15
10
18
Capital Recruit
Highland Fort Recruit
Stealthy (40)
Mountain Survival
Commentary here.
Fir Bolg Clan Warrior
15
10
18
Capital Recruit
Highland Fort Recruit
Stealthy (40)
Mountain Survival
Commentary Here
Fir Bolg Cattle Raider
19
9
25
Capital Recruit
Highland Fort Recruit
Stealthy (40)
Berserker (2)
Commentary Here
Fir Bolg Charioteer
35
22
38
Capital Recruit
Highland Fort Recruit
Mobile Archer Commentary Here
Chariot Animal
Trample
Commentary Here
Daoine Sidhe
35
12
23
Capital Only
Sacred
Darkvision (50%)
Stealthy (65)
Iron Vulnerability (1)
Glamour
Forest Survival
Commentary here.

Heroes

Eriu has some pretty-ridiculous heroes, considering how average most of the faction is.

Sprite Unit Name Abilities Comments
Ferdiad - Fir Bolg Hero Berserker (+5) When's the last time you've seen a unique hero who's worse than their multihero counterpart?
Anyway, Ferdiad is odd for having normal Defense while Berserked. He also has 17 Strength and 20 Attack while Berserked.
Cu Chulainn - Hero Fire Resistant (15)
Fire Shield (8)
Awe (3)
Berserker (+8)
Regain Mount
Mounted Berserker
An insane Trampler who still has 15 Defense while Berserked. He's the only Mounted unit who can go Berserk, by the way.
His ludicrous Defense, Awe, and Fire Shield all make him a more-effective Trampler than most, at least at surviving; however, he doesn't have the HP of an Elephant, nor the size.
Consider putting actual armor on him.
Fay Horse Chariot Sacred
Fire Resistant (15)
Stealthy (40)
Animal
Trample
Tuan - Last Partholonian
Earliest Arrival Turn (10)
air 22water 11death 44glamour 22rp 3333
Sacred
Darkvision (50%)
Stealthy (65)
Iron Vulnerability (1)
Glamour
Spell Singer
Immortal
Calling Tuan "game-changing" for Eriu might be a stretch, but he's the star of the hero line-up.
Virtually undetectable on the strategic map, immortal, and boasting Wailing Winds access without any extra gems or boosters; he can even cast Stygian Rains with a Water Bracelet.
He even passes the threshold for summoning other Immortal Death-casters, if you have the gems to spare.
Scathach - Trainer of Heroes air 33death 22glamour 22rp 1717
Sacred
Darkvision (50%)
Stealthy (65)
Fortune Teller (15%)
Glamour
Flying
Spell Singer
Female
Scathach is like Tuan, but with less magic in exchange for innate flight.
You also have to be more careful with her, since she's not Immortal.
Lastly, she's a better fighter than Tuan, but easier to instakill due to her lower Magic Resistance.
If you don't need her, set her in your capital so she'll keep the bad events off of it.
Fianna
Multihero
Sacred
Inspirational (+1)
Size-4 stats on a Size-3 fellow, owing to their Fomorian ancestry.
Aside from that, they're like un-mounted Knights of the Stone or Bogatyrs; an excuse to not recruit new troop-leaders if you haven't gone Misfortune3.

National Spells and Items

Summons

Ritual

Summon Spell Unit Special Attributes Comments
Summon Cu Sidhe
(Conjuration 3)
glamour 22 and 5glamourgem

Cu Sidhe x 10
Sacred
Dark Vision (50%)
Stealthy (40)
Iron Vulnerability (1)
Animal
Forest Survival
Eriu's only summonable unit, the Cu Sidhe is a size 4 sacred elvish dog.
A Cu Sidhe is a Sacred beast similar to a Dire Wolf, with the biggest differences from most animals being its high Magic Resistance and ability to follow scripts.
Cu Sidhe are quick, brave, and reasonably strong, but their HP is only offset by the relatively thin protection their hides provide. Their high combat speed also means that they can keep pace as bodyguards for Sidhe Lords who are running into combat or as cavalry. If you're running a heavy bless, access to summonable sacreds from a fair gem and mage-turn efficient spell can give them a role.

Other

Combat

  • Geas (Thaumaturgy 3) glamour 22
    Single-target magic that puts a stronger version of Rage upon the target, having them spend their rounds attacking random units nearby. Geas is very hard to resist with Magic Resistance (+4 to the penetration roll). Each round, Geased units may attempt a Morale check of some sort to shirk off the Geas; if they manage it, they get Cursed. The range of Geas is lacking, at least for mages far from the frontlines.

Items

  • Shillelagh (Construction 3)
    nature 11glamour 11 and 2naturegem3glamourgem
    A Hardwood Club touched by faeries. It provides Luck, a trait that makes 75% of all otherwise lethal hits do absolutely nothing, along with a single Sprite as a retainer. The Sprite does an Elf Shot every combat round, which can shut down enemies in single combat, (if their Magic Resistance is low enough).

Discount Items

  • Gossamer Cloth (Construction 3) nature 11glamour 22 and 5naturegem10glamourgem
  • Singing Sword (Construction 7) glamour 22 and 10glamourgem

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/eriu-ma.txt · Last modified: 2024/04/18 20:09 by johnnydown