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dom6:sauromatia-ea

EA Sauromatia, Amazon Queens

Lore

Sauromatia is a nation of nomadic warrior tribes ruled by women. Men and women fight side by side and all prominent tribes are ruled by warrior queens. This is a legacy of the Sauromatians merging with the Amazon tribes in times past. The Amazons leaders were not accepted, because they were not warriors, but they influenced the Sauromatians, and women warriors gained power and prestige. Only the tribe of the Androphags has totally rejected the notion of female leadership. The Androphags are ruled by ancient Witch Kings who introduced cannibalism and man flaying to the Sauromatians. The Androphags also use hydras from the Marshes of Pythia in warfare.

"Sauromatia is a nation based on Herodotus' accounts of the Scythian peoples in The Histories. Here Scythians, Amazons, Sarmatians, and Androphags are described with their strange traditions and unsavory practices, and the book is a splendid source for any modder seeking inspiration for a new nation. Grave goods, archaeological findings and Osprey military books have given the nation further life. Finally, Witch Kings and elements of the Pythian predecession (serpents, swamps and hydras) were added to the Androphags to make the nation more sinister and Dominion-esque." -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)
nature 22 (rare 3)
blood 22 (rare 3)
water 11 (uncommon, rare 2)
astral 11
holy 11
Hero
astral 22death 44nature 44glamour 22
water 22death 44glamour 33
Light and medium cavalry
Serpent riders
Lizard riders
Hydras
Magic Snake Tattoo
Magic Horse Tattoo
Mobile Archer
Skilled Rider
Pillager
Standard Forts

Capitol Gems: 1watergem3deathgem1naturegem2bloodslave

National Special Feature

Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion.

Magic Tattoos: Most of Sauromatia's units have magic tattoos. The Awaken Tattoos spell (nature 11holy 11) gives those units limited Invulnerability. The Magic Snake Tattoo also grants Magic Resistance and the Magic Horse Tattoo also grants increased Defence Skill and Speed.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
Gold35
4
1
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Soothsayer
Gold75
4
2
random190%
Fortune Teller (10%)
Old Age (55/50)
Commentary here.
Chieftain
Gold85
20
1
Non-fort Recruit Available
Inspirational (+1)
Pillager (3)
Magic Horse Tattoo (1)
Mobile Archer
Skilled Rider (3)
Commentary here.
Armored Steppe Horse Animal Commentary here.
Sauromatian Manflayer
Gold130
40
1
Inspirational (+1)
Pillager (5)
Magic Horse Tattoo (2)
Mobile Archer
Skilled Rider (2)
Female
Commentary here.
Warrior Queen
Gold240
37
2
Sacred
Pillager (10)
Magic Horse Tattoo (3)
Mobile Archer
Skilled Rider (4)
Female
Commentary here.
Warrior Priestess
Gold185
37
1
holy 11
Sacred
Pillager (5)
Magic Horse Tattoo (2)
Mobile Archer
Skilled Rider (3)
Female
Commentary here.
Cataphracted Steppe Horse Animal Commentary here.
Spirit Guide
Gold65
1
2
death 11rp 77
Spirit Sight
Commentary here.
Enarie
Gold205
1
2
astral 11death 22nature 11rp 1313
Spirit Sight
Supply Bonus (10)
Fortune Teller (10%)
Commentary here.
Warrior Sorceress
Gold260
25
2
nature 11holy 11random1100% 9
Sacred
Supply Bonus (10)
Magic Horse Tattoo (1)
Magic Snake Tattoo (2)
Combat Caster
Skilled Rider (3)
Female
Commentary here.
Armored Jade Lizard Sacred
Poison Resistance (5)
Animal
Cold Blooded
Forest Survival
Commentary here.
Hydra Tamer
Gold35
5
1
Capital Only
Resist Poison (15)
Beastmaster (+2)
Swamp Survival
Tight Rein
Swimming
Magic Horse Tattoo (1)
Commentary here.
Manflayer
Gold190
15
1
Capital Only
Sacred
Inspirational (+1)
Magic Snake Tattoo (2)
Swamp Survival
Swimming
Skilled Rider (3)
Commentary here.
Witch King
Gold525
14
4
Capital Only
death 33nature 11blood 11random1100%
10%
17
Sacred
Resist Poison (15)
Fear (5)
Supply Bonus (10)
Magic Snake Tattoo (2)
Swamp Survival
Swimming
Skilled Rider (2)
Commentary here.
Serpent Sacred
Poison Resistance (5)
Smart Mount (75)
Undisciplined
Animal
Cold Blooded
Swamp Survival
Swimming
Stupid
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Sauromatian Archer
Gold10
5
9
Magic Snake Tattoo (1) Commentary here.
Androphag Archer
Gold12
6
20
Capital Only
Magic Snake Tattoo (1) Commentary here.
Sauromatian Amazon
Gold12
12
14
Magic Snake Tattoo (1)
Female
Commentary here.
Raider
Gold20
13
19
Non-fort Recruit Available
Pillager (1)
Magic Horse Tattoo (1)
Mobile Archer
Skilled Rider (2)
Commentary here.
Steppe Horse Animal Commentary here.
Lancer
Gold25
20
24
Non-fort Recruit Available
Magic Horse Tattoo (1)
Skilled Rider (2)
Commentary here.
Armored Steppe Horse Animal Commentary here.
Sauromatian Raider
Gold25
18
36
Pillager (1)
Magic Horse Tattoo (1)
Mobile Archer
Skilled Rider (2)
Female
Commentary here.
Steppe Horse Animal Commentary here.
Sauromatian Lancer
Gold30
29
36
Magic Horse Tattoo (1)
Mobile Archer
Skilled Rider (2)
Female
Commentary here.
Armored Steppe Horse Animal Commentary here.
Sauromatian Cataphract
Gold35
37
46
Magic Horse Tattoo (2)
Skilled Rider (2)
Female
Commentary here.
Cataphracted Steppe Horse Animal Commentary here.
Hydra Hatchling
35
1
15
Capital Only
Regeneration 10%
Fire Vulnerability (10)
Resist Poison (25)
Poison Cloud (4)
Unsurroundable (2)
Undisciplined
Blunt Resistant
Pierce Resistant
Animal
Cold Blooded
Swamp Survival
Swimming
Recuperation
Shapechange below HP 19: Hydra Hatchling
Commentary here.
Hydra
200
1
Recruit Max 1/turn
Capital Only
Regeneration 10%
Fire Vulnerability (10)
Resist Poison 25
Poison Cloud 8
Fear 5
Unsurroundable 4
Undisciplined
Blunt Resistant
Pierce Resistant
Animal
Cold Blooded
Swamp Survival
Swimming
Recuperation
Shapechange below HP 70: Hydra
Commentary here.
Oiorpata
Gold 50
25
46
Capital Only
Sacred
Magic Horse Tattoo (1)
Magic Snake Tattoo (1)
Skilled Rider (3)
Female
Commentary here.
Androphag
Gold55
15
41
Capital Only
Sacred
Magic Snake Tattoo (1)
Swamp Survival
Swimming
Skilled Rider (2)
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Skögu - Man Eater
Earliest Arrival Turn (5)
death 44nature 11blood 33 21
Sacred
Resist Poison (15)
Fear (14)
Supply Bonus (10)
Magic Snake Tattoo (2)
Swamp Survival
Skilled Rider (2)
Commentary here.
Serpent Carcass Sacred
Cold Resistance (15)
Poison Resistance (30)
Mindless
Pierce Resistant
Undead
Inanimate
Swamp Survival
Need-Not-Eat
Spirit Sight
Commentary here.
Kirke - Pharmakeia
Earliest Arrival Turn (10)
astral 22death 44nature 44glamour 22 29
Sacred
Glamour
Resist Poison (7)
Supply Bonus (40)
Stealthy (65)
Healer (1)
Female
Commentary here.
Delgnat - Partholonian Sorceress
Earliest Arrival Turn (10)
water 22death 44glamour 33 23
Sacred
Fire Vulnerability (5)
Resist Cold (15)
Resist Poison (25)
Homesick (20%)
Iron Vulnerability (1)
Immortal
Undead
Glamour
Poor Amphibian
Inanimate
Spell-Singer
Need-Not-Eat
Female
Summon Allies : Longdead Partholonian x 1
Commentary here.

National Spells

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Daughter of Typhon
(Conjuration 8)
nature 55death 22 and 30naturegem

Hydra - Daughter of Typhon
Sacred
Regeneration (10%)
Fire Vulnerability (10)
Poison Resistance (25)
Poison Cloud (12)
Fear (10)
Blunt Resistance
Pierce Resistance
Animal
Cold Blooded
Swamp Survival
Swimming
Recuperation
Eyes 18
Unique
Immortal
Shapechange Below HP (205) (Daughter of Typhon)
Summons a gigantic Hydra who can attack five targets at a time. Only one may exist, but she's immortal, often saving Sauromatia the trouble of needing to re-summon her. Her direct damage output isn't very high against massive crowds, for which her fear aura and poison cloud will need to do the heavy lifting, but at least she's in an era of troops with low armor Protection.
Call Ancestor
(Conjuration 1)
death 11

Ancestral Spirit
Cold Resistance (15)
Poison Resistance (25)
Stealthy (40)
Salt Vulnerability (1)
Sacred
Poor Amphibian
Undead
Ethereal
Need Not Eat
Floating
Spirit Sight
Spiritform
A free combat summon, the Ancestral Spirit is distinguished from the Longdead and the Soulless by being Ethereal and Sacred, not to mention its Paralyzing attack. It has only 1 HP and (without a stat bless) easily-cut-through Defense Skill, so other magic will generally counter it.
Wrath of the Ancestors
(Conjuration 7)
death 11 and 1deathgem
x 20 + [2/lvl] For just a single death gem per person, or perhaps three death gems for two castings, your Spirit Guides and other Death mages can form ranks with these ghosts. The Ancestral Spirits fit five-to-a-square, so they can overwhelm even magic-weapon-using elites with attack density and paralysis, just so long as the foe isn't running magical Evocations or area-of-effect weaponry.

Other Spells

Combat

  • Awaken Tattoos: (Enchantment 3)
    nature 11holy 11
    Essentially a buff that only applies to Sauromatia's national units, Awaken Tattoos provides Invulnerability and a minor stat increase. Those with Snake tattoos get Magic Resistance equal to their tattoo's score, while those with Horse tattoos get Defense Skill and Combat Speed instead. Those with both get both stat increases but only one application of invulnerability.

Discounted Item

  • Hydra Skin Armor (Construction 7)
    nature 22 and 8naturegem
    Commentary here.

Magic Access

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

Fire

No native access. blood 55 and Bind Heliophagus has 1 in 4 chance of fire 44.

Air

No native access. astral 44death 11 Enarie can cast Ether Gate, which has a 1 in 4 chance of air 11.

Water

Start with a water 11 Witch King (1 in 4 chance). Follow the path as normal. Its crosspaths allows for a lot of the water summons.

Delgnat - Partholonian Sorceress, the hero, starts with water 22, which can save you a level of empowering.

Earth

No native access. A 1 in 4 chance water 11 Witch King can cast Hidden in Snow. nature 33 and Forest Troll Tribe give a 1 in 4 chance of earth 11. nature 55 for Awaken Treelord gives a 1 in 3 chance of earth 11, although it's stationary.

Astral

The Enarie is the only normal recruit option. Follow the path as normal. Its crosspaths means you can cast Ether Gate but that's it.

Kirke - Pharmakeia, a hero, has astral 22. If given Glamour boosters, she can create The Trapped Dreams of Hruvur. Otherwise, she's not much additional help.

Death

Start with a death 44 Witch King (1 in 4 chance). Skull Staff gets you to death 55 and the Skullface. A Witch King with nature 22blood 44 can create Abominable Arms, which is helpful with Death boosters.

Skögu - Man Eater is a hero with death 44nature 11blood 33, which can make the Death path easier.

Nature

Start with a nature 22 Witch King (1 in 4 chance). A nature 22blood 33 Witch King can create Armor of Twisting Thorns, but otherwise it is a difficult climb.

A Witch King with nature 22blood 44 can create Abominable Arms, which allows holding both the Thistle Mace and the Treelord's Staff.

Kirke - Pharmakeia, a hero, has nature 44, which makes the progression easier. She also can make a Moonvine Bracelet.

Glamour

Two EA Sauromatia heroes have Glamour, Kirke - Pharmakeia and Delgnat - Partholonian Sorceress.

If the heroes aren't available, death 33 allows Summon Spectre which gives a 7 in 16 chance of Glamour. nature 33 and Forest Troll Tribe gives a 1 in 4 chance. blood 88 and Bind Demon Lord gives a 3 in 6 chance.

Blood

A relatively easy climb. Start with a blood 22 Witch King (1 in 4 chance). Go along the standard path. death 22blood 22 will get The Black Book of Secrets, so long as no one else has it, and that will avoid empowering for a level. nature 22blood 33 gets the Armor of Twisting Thorns.

Skögu - Man Eater is a hero with death 44nature 11blood 33, which can make the Blood path easier.

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/sauromatia-ea.txt · Last modified: 2024/04/10 22:59 by johnnydown