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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

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.

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 (off-fort)
earth 11 (off-fort)
nature 11 (off-fort)
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

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
Healer (1)
Recuperation
Commentary Here.
Augur
90
2
2
fire 11astral 11rp 99
Fortune Teller (10%)
Commentary here.
Augur Elder
295
2
4
fire 22astral 11death 22random1100%
10%
rp 1717
Fortune Teller (10%)
Old Age (60/46)
Commentary here.
Praefectus Equitum
195
29
1
Capital Only
holy 11
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
holy 33
Sacred
Healer (1)
Old Age (96/90)
Recuperation
Commentary Here.
Flamen
185
1
2
Non-fort Recruit Only
fire 11holy 11random1100%rp 99
Sacred
Grand Communicant
Commentary Here.
Pontifex
145
1
2
Non-fort Recruit Only
fire 11holy 22rp 77
Sacred
Grand Communicant
Commentary Here.

Troops

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.

Heroes

Sprite Unit Name Special Attributes Comments
Cornelius - Pontifex Maximus fire 22astral 22holy 33rp 1313
Sacred
Commentary here.
Innocentius - Primate holy 44
Sacred
Healer (2)
Recuperation
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 per Month)
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

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. 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
fire 11earth 11 Flamen (1 in 5) +

The Silver Arms
fire 11earth 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.

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

Highest starting: fire 33 Augur Elder (1 in 4)

Skull of Fire
fire 22death 22 Augur Elder

The Staff from the Sun Unique
fire 22astral 22 Augur Elder (1 in 4) +

Air

Highest starting: air 11 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 air 44.

Tome of High Power Unique
air 11astral 11 Augur Elder (1 in 4) +
The Air level probably needs to come from empowerment.

Water

Highest starting: water 11 Flamen (1 in 5)

Contact Lar
nature 11 Flamen (1 in 5)
Lar has water 11earth 11nature 22, good for Contact Naiad and, with enough boosters, the Unique Orb of Atlantis.

Earth

Highest starting: earth 11 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
nature 11 Flamen (1 in 5)
Lar has water 11earth 11nature 22, good for the Unique The Tome of Gaia.

Astral

Highest starting: astral 22 Augur Elder (1 in 4)
EA Ermor lacks good crosspaths for Astral, making the climb above astral 33 difficult. Even if it can get the Unique Dimensional Rod, getting it to astral 44, 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
air 11astral 11 Augur Elder (1 in 4) +
The Air level probably needs to come from empowerment.

Death

Highest starting: death 33 Augur Elder (1 in 4)

Nature

Highest starting: nature 11 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
nature 11 Flamen (1 in 5)
Lar has water 11earth 11nature 22, good for Contact Naiad and the Unique The Tome of Gaia.

Glamour

No national access.

Troll King's Court
earth 11 Flamen (1 in 5) +
Troll King has glamour 11.

Summon Spectre
death 33 Augur Elder (1 in 4)
Spectral Mage has a 7 in 16 chance of at least glamour 11

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: 2024/07/28 04:30 by johnnydown