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
EA Ermor is a heavily Roman-influenced nation. It's strong troops are complimented by mages in communions, banding together to cast powerful spells. In many ways, its a simple, straightforward nation, but still a strong competitor.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 (rare 4) 3 (rare 4) 2 (rare 3) 1 (rare 2) 1 (off-fort) 1 (off-fort) 1 (off-fort) 3 | Hero 4 Summon 112 (req. 1) | Human Legionnaires Lizard Auxiliaries | Levy Stealthy Recuperation Healer Grand Communicant Old Age | Advanced Forts Starts with a Fortified City |
Capitol Gems: 33
Order Limit + 1
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 | 1 Sacred | Commentary here. | |
Bishop of the Sacred Shroud 155 1 2 | 2 Sacred Healer (1) Recuperation | Commentary Here. | |
Augur 90 2 2 | 119 Fortune Teller (10%) | Commentary here. | |
Augur Elder 295 2 4 | 2121100% 10%17 Fortune Teller (10%) Old Age (60/46) | Commentary here. | |
Praefectus Equitum 195 29 1 Capital Only | 1 Sacred Skilled Rider (2) Recuperation | Commentary here. | |
War Horse | Sacred Animal Recuperation | Commentary here. | |
Arch Bishop of the Sacred Shroud 235 1 4 Capital Only | 3 Sacred Healer (1) Old Age (96/90) Recuperation | Commentary Here. | |
Flamen 185 1 2 Non-fort Recruit Only | 111100%9 Sacred Grand Communicant | Commentary Here. | |
Pontifex 145 1 2 Non-fort Recruit Only | 127 Sacred Grand Communicant | Commentary Here. |
EA Ermor has good, solid troops, but they are expensive.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Slinger 7 2 3 | A basic slinger unit and the nation's only dedicated ranged unit. Weak, but cheap. Easy to amass a lot of them. Can be helpful against glamoured units. They benefit a lot from buffs, like Flaming Arrows. | ||
Accensus 8 9 5 | Siege chaff. A little expensive, even taking into account their defensive abilities which are higher than standard militia's. | ||
Retiarius 10 1 9 | Levy | If they have hit or been hit, they will leave at the end of the battle. Useful for those deciding battle, such as scoring a decisive blow against the enemy's main army. Some people like to jumpstart expansion with them as well. Retiarius have a net, which can lock down a unit with low strength. The trident does a lot of damage, as well. | |
Gladiator 10 1 9 | Levy | If they have hit or been hit, they will leave at the end of the battle. Useful for those deciding battle, such as scoring a decisive blow against the enemy's main army. Some people like to jumpstart expansion with them as well. The gladiator's weapon does a lot of damage, especially because it hits twice. It also has a bonus against shields. | |
Leve 10 8 9 | Javelin throwers with good shields and decent protection. | ||
Rorarus 10 13 8 | Commentary here. | ||
Lizard Auxiliare 10 11 11 | Poison Resistance (5) Cold Blooded Swamp Survival Swimming | Lizard javelin throwers, with strong defenses and extra strong Protection due to their natural protection. Swimming seems like it would be useful, but EA Ermor doesn't have a Swimming commander. | |
Hastatus 11 14 12 | Javelin throwers, with strong defenses, and good damage. Costs more in resources. | ||
Principe 14 16 20 | Slightly bit better than the Hastatus, but significantly more expensive. | ||
Triarius 15 28 25 | Formation Fighter (2) Old Age (55/50) | Old age means they accumulate Afflictions quicker. Can fit one more in a square for higher attack density and easier buffing. High Protection, especially for the Early Age. The spear allows them to repel more often. | |
Standard 20 14 21 | Standard (1) | EA Ermor's troops have generally high morale to begin with, but more is always helpful. | |
Equite 40 29 46 | Medium cavalry with a lance attack. | ||
War Horse | Animal | Light Protection. | |
Equite of the Sacred Shroud 60 29 48 Capital Only | Sacred Skilled Rider (1) Recuperation | Solid, Sacred, medium cavalry with high Defence. Recuperation keeps them from accumulating the Afflictions that wear out other nation's Sacreds. They take a Bless reasonably well, they just don't have any special edge in battle. | |
War Horse | Sacred Animal Recuperation | Light Protection. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Contact Lar (Conjuration 5) 1 and 16 | Lar | 11213 Sacred Poison Resistance (15) Stealthy (+40) Supply Bonus (+35) Reduces Unrest (-2 per Month) Magic Being Ethereal Need Not Eat Forest Survival Recuperation Spirit Sight | Summoned by any 1 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. |
See Magic Access. These guides supplement the summaries at the top.
EA Ermor has mages with only one level in many paths, without good crosspaths. This makes climbing those paths difficult.
The Copper Arm
11 Flamen (1 in 5) +
The Silver Arms
11 Flamen (1 in 5) +
The Copper Arm and The Silver Arms are useful for holding multiple boosters at once, especially Death and Nature 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.
Highest starting: 3 Augur Elder (1 in 4)
Skull of Fire
22 Augur Elder
The Staff from the Sun Unique
22 Augur Elder (1 in 4) +
Highest starting: 1 Augur Elder (1 in 4), Flamen (1 in 5)
Air is almost always hard to climb. Getting the Unique Tome of High Power will save one empowerment on the way up to 4.
Tome of High Power Unique
11 Augur Elder (1 in 4) +
The Air level probably needs to come from empowerment.
Highest starting: 1 Flamen (1 in 5)
Contact Lar
1 Flamen (1 in 5)
Lar has 112, good for Contact Naiad and, with enough boosters, the Unique Orb of Atlantis.
Highest starting: 1 Flamen (1 in 5)
Needs a level of empowerment to get started. Might be better to save the gems for the summoned Lar.
Contact Lar
1 Flamen (1 in 5)
Lar has 112, good for the Unique The Tome of Gaia.
Highest starting: 2 Augur Elder (1 in 4)
EA Ermor lacks good crosspaths for Astral, making the climb above 3 difficult. Even if it can get the Unique Dimensional Rod, getting it to 4, climbing higher is still tricky, and Astral is one of the paths where climbing high in it is actually useful.
Tome of High Power Unique
11 Augur Elder (1 in 4) +
The Air level probably needs to come from empowerment.
Highest starting: 3 Augur Elder (1 in 4)
Highest starting: 1 Flamen (1 in 5)
In order to get to the Treelord's Staff, normally two expensive levels of empowerment are needed. If a Naiad is summoned and The Tomb of Gaia Unique is created, no empowerment is necessary.
Contact Lar
1 Flamen (1 in 5)
Lar has 112, good for Contact Naiad and the Unique The Tome of Gaia.
No national access.
Troll King's Court
1 Flamen (1 in 5) +
Troll King has 1.
Summon Spectre
3 Augur Elder (1 in 4)
Spectral Mage has a 7 in 16 chance of at least 1
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: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.