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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
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
Commentary Here.
Pontifex
145
1
2
Non-fort Recruit Only
fire 11holy 22rp 77
Sacred
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 33death 22astral 11, fire 22astral 22death 22, and death 33fire 22astral 11: 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

Fire

Start with fire 33 Augur Elder (1 in 4 chance). Its cross paths allow for a helpful summons and all the Fire boosters, except the Staves of Elemental Mastery. It can natively forge a Skull of Fire. If you level up to death 33, you can summon a King of Banefires If you level up to astral 55, you can forge The Staff from the Sun. fire 55astral 55 gets The Forbidden Light, which gives +.

Cornelius - Pontifex Maximus, the hero, has fire 22astral 22, which can help.

Air

Air is always hard to climb, unless you start at air 44. EA Ermor does not. Start with air 11 Augur Elder (1 in 4 chance). Empower it to air 22 and give it an Astral booster, and you can create a Tome of High Power. That will save one empowerment on the way up to air 44. At that point, follow the standard path. Getting the Augur Elder to air 55fire 44 gets you The Magic Lamp.

Also, it is technically possible for EA Ermor to create a Staff of Elemental Mastery and the Crown of Elements. See Fire and Water for how to get the boosters.

Water

Using a nature 11 Flamen (1 in 5 chance), or nature 11 independent, you can cast Contact Lar. The Lar can Contact Naiad and forge the Orb of Atlantis. A water 11 Flamen (1 in 5 chance). With some Fire boosters and the Water boosters, maybe can make a Staff of Elemental Mastery and the Crown of Elements.

If you don't want to use the summon, with only water 11, you'll need to start at the top of the path with a water 11 Flamen (1 in 5 chance). With some Fire, you can make a Staff of Elemental Mastery and the Crown of Elements.

Earth

Using a nature 11 Flamen (1 in 5 chance), or nature 11 independent, you can cast Contact Lar. The Lar has the benefit of being able to create the Tome of Gaia.

If you don't want to use the summon, with only earth 11, you'll need to start at the top of the path with a earth 11 Flamen (1 in 5 chance). Fire is not a useful crosspath when it comes to climbing the Earth ladder, giving no boosters or summons.

Astral

If you use a astral 22 Augur Elder (1 in 4 chance) to forge a Starshine Skullcap, then you can use a air 11 Augur Elder (1 in 4 chance) with an booster, (see Air section,) to forge a Tome of High Power. (If you are lucky, it's Unique.)

An astral 44 Augur Elder can cast Ether Gate, which is only really helpful if you have two Astral boosters.

With boosters bringing it to fire 55astral 55, an Augur Elder or the hero, Cornelius - Pontifex Maximus, can create The Forbidden Light.

Death

Start with death 33 Augur Elder (1 in 4 chance). Forging a Skull Staff gets death 44.

If you can get The Flailing Hands, with a Flamen at fire 11earth 33, you can forge The Copper Arm, (fire 33earth 33 can get The Silver Arms). That allows the Augur Elder to get to death 55 without empowerment. They also come in useful later with the other Death boosters.

EA Ermor can get a Ring of Sorcery.

Nature

The only Nature mage EA Ermor has is a fire 11nature 11holy 33 Flamen (1 in 5 chance). Fire is not a useful crosspath when it comes to climbing the Nature ladder, giving no boosters or summons.

But, the Nature Flamen can cast Contact Lar, which has nature 22. It can also Contact Naiad and create the Tome of Gaia.

Glamour

No native access. If you can get up to earth 44, Troll King's Court will get you glamour 11. D3, which an Augur Elder can have upon recruiting, allows Summon Spectre with a 7 in 16 chance of Glamour.

Blood

No native access. An Augur Elder with paths and boosters getting it to astral 44death 11 can cast Ether Gate which has a 1 in 4 chance of Blood.

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: 2024/04/26 16:20 by fenrir