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dom6:ermor-ma

MA Ermor, Ashen Empire

Lore

Ermor was once a great empire that had conquered most 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 the foul practices to 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 reconquer 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 to bones.

"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." -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
death 44 (rare 5)
fire 22 (rare 3)
astral 22 (rare 3)
air 11 (rare 2)
water 11 (rare 2)
earth 11 (rare 2)
holy 33
Heroes
fire 22astral 33death 44
Reanimation Instead of Recruitment
Undead Legionnaires
Wailing Ladies
Unholy Knights
Hordes of the Newly Dead
Undead
Cold Resistance
Poison Resistance
Cold Aura
Poor Amphibian
Reanimator Priest
Starts with a Fortified City
Temples Produce Death Gems

Capitol Gems: 9deathgem
Death Limit + 2
Misfortune Limit + 1

Land of Undeath: Dominion kills population and raises undead units. The dead will rise to serve Ermor and the living will die so they can rise later on. These effects will also take place for disciple players and the undead will obey the disciples when they appear there. The disciple players start with full population in their realm, but it will die quickly and undead will rise instead. Being a disciple to Ermor will not be easy.

Know the Dead: MA Ermor’s dominion senses any unburied corpses in the provinces it covers.

Mercenaries are more expensive.
Province Defense does not need population to support it.

Units

MA Ermor cannot natively recruit any units or commanders whatsoever. Instead, Ermor relies on rituals, freespawn, and indies to for its mage corps and armies.

Reanimation

Ghouls are living humans transformed into undead monsters by vile rites. Reanimating ghouls reduces the population of the province. Soulless are the reanimated corpses of the newly dead and reanimation of soulless can only be performed when there are unburied corpses in the province. Reanimating soulless reduces the number of available unburied corpses in the province. The Longdead are reanimated skeletal warriors. There is no limit to the number of longdead that can be reanimated in a province.

Reanimation Table

Priest Level Ghouls Soulless Longdead Longdead Horsemen Lictors
holy 11 6 8 3 0 0
holy 22 7 16 5 1 0
holy 33 8 24 7 2 1
holy 44 9 32 9 3 2
holy 55 10 40 11 4 3

Example Reanimations

Many of the types of undead have different versions, mostly racial or weapon variants.

Sprite Unit Name Special Attributes Comments
Ghoul Poison Resistance (25)
Darkvision (50%)
Corpse Eater (1)
Undead
Dungeon Monster
Need Not Eat
Since they aren't Mindless, Ghouls will rout instead of disintegrating.
Corpse Eater makes them stall a combat round after slaying a unit.
Their attacks are weak, but add 50 Fatigue on damage.
Soulless Cold Resistance (15)
Poison Resistance (25)
Starting Affliction Chance (50%)
Undisciplined
Poor Amphibian
Pierce Resistant
Undead
Inanimate
Dungeon Monster
Need Not Eat
Mindless
Never Heals
Garbage fighters with good HP and Strength.
Human shields in battle, and Siege strength on the strategic map.
Soulless Warriors, if you can get them, have gear and less-awful skill.
Longdead Cold Resistance (15)
Poison Resistance (25)
Poor Amphibian
Pierce Resistant
Undead
Inanimate
Need Not Eat
Mindless
Never Heals
Spirit Sight
11 Attack Skill on a rickety body.
Longdead tend to be well-equipped, compared to the others.

Ermor can sometimes reanimate old legionnaires.
These men are all decently-equipped.
Some of them have elevated HP and Attack Skill.
Longdead Horseman Cold Resistance (15)
Poison Resistance (25)
Poor Amphibian
Pierce Resistant
Undead
Inanimate
Need Not Eat
Mindless
Never Heals
Spirit Sight
Light cavalry with 5 HP.
They are at least always fully-equipped.
Skeletal Horse Cold Resistance (15)
Poison Resistance (25)
Poor Amphibian
Pierce Resistant
Undead
Inanimate
Need Not Eat
Mindless
Never Heals
Spirit Sight
Commentary here.
Lictor Sacred
Cold Resistance (25)
Poison Resistance (25)
Cold Aura (3)
Undead
Need Not Eat
Spirit Sight
Lictors are essentially Sacred Wights with slightly worse gear.
They never have helmets or shields, unlike some Longdead.
Still, they do 29 Slashing damage with each swing.
They also have the most HP of Ermor's reanimation lineup.

: Cold Resistance (25), Poison Resistance (25), Cold Aura (3), Undead, Need Not Eat, Spirit Sight

Freespawn

Each turn, any of the above may emerge from Ermorian provinces, along with the following unit:

Sprite Unit Name Special Attributes Comments
Knight of the Unholy Sepulchre Sacred
Cold Resistance (15)
Poison Resistance (25)
Poor Amphibian
Pierce Resistant
Undead
Inanimate
Need Not Eat
Mindless
Never Heals
Spirit Sight
These guys arise where Ermor has Temples.
They have excellent stats (by Longdead standards) and gear.
Sacred Skeletal Horse Sacred
Cold Resistance (15)
Poison Resistance (25)
Poor Amphibian
Pierce Resistant
Undead
Inanimate
Need Not Eat
Mindless
Never Heals
Spirit Sight
Commentary here.

FIXME (Need to doublecheck what freespawns)

Summons

Summon Spell Unit Special Attributes Comments
Revive Lictor
(Conjuration 0)
death 22 and 3deathgem

Lictor
Commentary here.
Revive Censor
(Conjuration 0)
death 22 and 4deathgem

Censor
Sacred
Commentary here.
Revive Spectator
(Conjuration 0)
death 22 and 12deathgem

Spectator
death 22rp 99

Stealthy (40)
Fear (7)
Ethereal
Amphibious
Spiritform
Commentary here.
Revive Acolyte
(Conjuration 0)
death 22 and 10deathgem

Acolyte of Eldregate
holy 11
Sacred

Reanimator Priest
Commentary here.
Revive Bishop
(Conjuration 0)
death 22 and 16deathgem

Bishop of Eldregate
holy 22
Sacred

Reanimator Priest
Commentary here.
Revive Arch Bishop
(Conjuration 0)
death 33 and 23deathgem

Arch Bishop of Eldregate
holy 33
Sacred

Reanimator Priest
Commentary here.
Revive Dusk Elder
(Conjuration 0)
death 33 and 20deathgem

Dusk Elder
fire 11astral 11death 33random1100%
10%
rp 1717

Stealthy (40)
Fear (8)
Ethereal
Amphibious
Spiritform
Commentary here.
Revive Wailing Lady
(Conjuration 2)
death 22 and 8deathgem

Wailing Lady
Sacred

Stealthy (40)
Fear (10)
Poor Amphibian
Ethereal
Spiritform
Female
Commentary here.
Lictorian Guard
(Conjuration 3)
death 22 and 10deathgem
Lictor x 5 See above. Commentary here.
Lamentation
(Conjuration 5)
death 33 and 25deathgem
Wailing Lady x 5 See above. Commentary here.
Great Lamentation
(Conjuration 7)
death 55 and 33deathgem
Wailing Lady x 14 See above. Commentary here.
Lictorian Legion
(Conjuration 8)
death 44 and 35deathgem
Lictor x 25 See above. Commentary here.
Ermorian Legion
(Enchantment 6)
death 44 and 15deathgem

Longdead Legionnaire x 50
Cold Resistance (15)
Poison Resistance (25)
Poor Amphibian
Pierce Resistant
Undead
Inanimate
Need Not Eat
Mindless
Never Heals
Spirit Sight
Commentary here.
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion x 15+
Darkvision (50%)
Undisciplined
Animal
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Alcastos - Forgotten King holy 33
Sacred
Cold Resistance (15)
Poison Resistance (25)
Poor Amphibian
Pierce Resistant
Undead
Inanimate
Need Not Eat
Spirit Sight
Commentary here.
Caractor - Arch Censor Sacred

Fear (5)
Commentary here.
Etimmu - Wraith King
Earliest Arrival Turn (15)
death 33holy 22rp 1111
Sacred

Fear (8)
Dominion Summons (Shade)
Skilled Rider (3)
Ethereal
Amphibious
Death Curse
Spiritform
Commentary here.
Flayed Horse Cold Resistance (15)
Poison Resistance (25)
Fear (5)
Poor Amphibian
Pierce Resistant
Undead
Inanimate
Ethereal
Need Not Eat
Spirit Sight
Commentary here.
Putrescator - Dusk Elder
Earliest Arrival Turn (15)
fire 22astral 33death 44rp 2323

Stealthy (40)
Fear (9)
Poor Amphibian
Ethereal
Commentary here.

Combat Spells

  • Unholy Command (Divine) holy 11
    Commentary here.
  • Unholy Protection (Divine) holy 11
    Commentary here.
  • Unholy Blessing (Divine) holy 11
    Commentary here.
  • Unholy Power (Divine) holy 11
    Commentary here.
  • Unholy Protection (Divine) holy 22
    Commentary here.
  • Unholy Blessing (Divine) holy 22
    Commentary here.
  • Unholy Power (Divine) holy 33
    Commentary here.
  • Unholy Blessing (Divine) holy 33
    Commentary here.
  • Protection of the Sepulchre (Divine) holy 33
    Commentary here.
  • Power of the Sepulchre (Divine) holy 44
    Commentary here.

National Item

  • Black Laurel (Construction 2) death 22 and 10deathgem
    Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

MA Ermor has a broad but extremely shallow magic access. With boosters, many mage summons are possible, especially ones requiring Death.

Fire

fire 22 Dusk Elder (1 in 6) can produce a Skull of Fire but, unless it can make the unique The Ruby Eye, will need empowerment.

Air

air 11 Dusk Elder (1 in 6) needs empowerment to get up to the key air 44.

Water

water 11 Dusk Elder (1 in 6) can make a Water Bracelet but needs a level of empowerment to get to water 33 and Robe of the Sea. Streams from Hades is a viable path up and with boosters, a lot of them, fire 33water 33 and Staff of Elemental Mastery is reachable.

Earth

earth 11 Dusk Elder (1 in 6) can, with boosters and empowerment, create the unique Atlas of Creation. Otherwise, it has no advantages.

Astral

astral 22 Dusk Elder (1 in 6) can make a Starshine Skullcap, and, with many boosters, the unique The Forbidden Light.

Death

death 44 Dusk Elder (1 in 6) starts high in Death. An earth 11 Dusk Elder (1 in 6) with two Earth boosters can make The Copper Arm to hold multiple staves. More Fire boosters allow it to make the unique The Silver Arms.

Nature

No native access. No simple summons.

Glamour

No native access. Summon Spectre has a 7 in 16 chance of glamour 11.

Blood

No native access. death 11astral 44 can cast Ether Gate for 1 in 4 blood 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-ma.txt · Last modified: 2024/04/14 16:19 by fenrir