"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.
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Human & Fir Bolg infantry Light Chariots Sacred Sidhe infantry | ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() |
Capitol Gems: 23
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.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Milesian Scout![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Milesian Champion![]() ![]() ![]() | Commentary here. | |
![]() | Milesian Monk![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Bard![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Milesian Mage![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Sidhe Champion![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Bean Sidhe![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Sidhe Lord![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Fay Horse | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Fir Bolg Champion![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Fir Bolg Druid![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Tuatha![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Fay Horse | See above. | Commentary here. |
Sprite | Unit Name | Attribute | Comments |
---|---|---|---|
![]() | Milesian Slinger![]() ![]() ![]() | Commentary here. | |
![]() | Milesian Spearman![]() ![]() ![]() | Commentary here. | |
![]() | Milesian Longspear![]() ![]() ![]() | Commentary here. | |
![]() | Milesian Swordsman![]() ![]() ![]() | Commentary here. | |
![]() | Milesian Man at Arms![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Fir Bolg Slinger![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Fir Bolg Clan Warrior![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Fir Bolg Clan Warrior![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary Here |
![]() | Fir Bolg Cattle Raider![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary Here |
![]() | Fir Bolg Charioteer![]() ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary Here |
![]() | Chariot | ![]() ![]() | Commentary Here |
![]() | Daoine Sidhe![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Eriu has some pretty-ridiculous heroes, considering how average most of the faction is.
Sprite | Unit Name | Abilities | Comments |
---|---|---|---|
![]() | Ferdiad - Fir Bolg Hero | ![]() | 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 | ![]() ![]() ![]() ![]() 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 | ![]() ![]() ![]() ![]() ![]() |
|
![]() | Tuan - Last Partholonian Earliest Arrival Turn (10) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 | ![]() ![]() | 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 ![]() |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Cu Sidhe (Conjuration 3) ![]() ![]() | ![]() Cu Sidhe x 10 | ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
The following information supplements the National Summary at the top of the page. See Magic Access for more information.
Just comparing with its stepsibling, Man, Eriu has deeper access in many paths (other than Nature) but no Communions.
Eriu has the most reliable Faery Queen access in the Middle Ages, merely requiring a 4 Tuatha (or any Tuatha with a Gossamer Veil). The Faery Queen doesn't have much that Eriu lacks, but her summoning ritual can summon the Queen of Winter in Cold Scales, who expands magic access further.
Eriu's shallowest path, far beneath boostable levels, but still around for site-searching and crosspath shenanigans.
Air is also not climbable, but at least it's deeper than Fire.
The Queen of Winter gives Eriu 3; not that that's absolutely necessary, since a
2 Bean Sidhe can summon a Sea King with two Water boosters, but Eriu has many more glamour gems than water gems.
2 Milesian Mages can climb up to
3 with Earth Boots; however, climbing higher is tricky. A
2
3
3 Faery Queen with a Gossamer Veil and Earth Boots can cast Lore of Legends for one turn of
4, letting her summon a Troll King to lock
4 in.
Astral is very roundabout to get, but it's definitely possible through Death. A 2 Queen of Winter with a Skull Staff can summon Spectral Mages who may have
1 or
2.
Aside from the heroes – which Eriu is incentivized to wait for, since they can take 3 – there is the one-in-two chance of a Queen of Winter having
3
2
3. The rest of the climb is as usual.
If the one-in-five chance of a 3
3 Tuatha isn't satisfactory, there's the guaranteed
3
3 on Faery Queens. The rest of the climb is as usual.
Both generic Glamour boosters can be acquired; the Mirage Crystal is somewhat involved to acquire, however, requiring a 1
2
3 Tuatha with Earth Boots or a
2
3
3 Faery Queen.
7 (in one-turn bursts) is thus perfectly accessible, if pricey.
The most difficult path for Eriu to get into, ignoring bootstrapping.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?