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dom6:ulm-la

LA Ulm, Black Forest

Lore

After years of civil war, the Iron Kingdom crumbled. During the Night of Treason a great Malediction was placed upon the kingdom. The forests became dark and hostile. Wolves and creatures even worse stalked the land. Slowly the kingdom recovered, but it was not what it once was. The knightly order was all but destroyed and the Master Smiths had disappeared. The secrets of blacksteel were forgotten. An order of Black Priests emerged in Ulm in the last days before the civil war. They formed an Iron Cult, consolidated their position and forbade the use of magic. Magic outside religion was announced to be sacrilegious and the few surviving Master Smiths were put to the flames. Although magery is forbidden, there are some fortune tellers and members of the Order of the Illuminated Ones who secretly ply their trade in the arcane.

Ulm of the later eras is inspired by, amongst others, Teutonic Knights and German Landsknechts. Late Ulm is an intended shift of style towards central and eastern Europe, southern Germany/Bavaria, and Transylvania. One of the classic ingredients of gothic novels is tainted bloodlines. Another feature common amongst the traditional, Anglo-Saxon and Protestant, gothic novel is that it takes place in some part of Catholic Europe, so making a Goethicized fantasy 'Bavarian' Ulm is a natural step, I think." - Illwinter

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
earth 22
astral 22 (rare 3)
fire 11
air 11
death 11
glamour 11
blood 11
holy 22
Heroes
astral 33nature 22blood 22
fire 22astral 33blood 22
air 22astral 33blood 22
Summons
earth 22death 11blood 22
death 33blood 11
death 22blood 22
death 11blood 22
blood 33
blood 22
Medium Infantry
Stealthy Rangers
Knights
Ghoul Guardians
Undead
Spy
Inquisitor
Forge Bonus
Standard Forts
Forts produce 25% more resources.

Capital Sites

Black Forest

Enables recruitment of
Wolfherd
Fortune Teller
Produces 1astralpearl1glamourgem per turn

The Ruined Keep

Enables recruitment of
Ghoul Commander
Ghoul Guardian
Produces 2deathgem per turn

The Black Temple

Enables recruitment of
Hochmeister
Black Templar

National characteristics

Scales: +1 Turmoil limit, +1 Magic limit.

The Modern Ulmish are a proud, stiff-necked, and slightly narrow-minded people. Despite being humans, they have 12 HP instead of 10. Though disorder has broken most of the old classes and forms, many have 1 more Strength than their current station would suggest, and many have 2 Encumbrance instead of the standard 3. The Ulmish are still incredibly "magophobic" and have 9 Magic Resistance; and their Mage-Priests, keeping to their ancient word and avoiding non-religious magical practices, have 4 Encumbrance.

Units

Commanders

Sprite Unit Name Special Attributes Comments
Ranger Captain
60
8
1
Stealthy (40)
Forest Survival
Stealthy commander, can be used to lead stealthy groups of Rangers of Ulm and packs of wolves. Also useable as a scout, although much cheaper indie Scouts are relatively easy to find in the Late Ages.
Commander of Ulm
95
24
1
Standard 100 leadership commander.
Black Acolyte
65
1
1
holy 11random010%
Sacred
Inquisitor
A weak priest and inquisitor, notable mostly for having a small chance at earth magic despite costing only 1 RP. Otherwise mostly redundant with indie priests and Black Priests.
Illuminated One
105
1
2
Recruit Anywhere
astral 11rp 77
Stealthy (65)
Spy
Illuminated Ones are cheap communion slaves, researchers, and spies. They can sneak, allowing you to construct surprise communions, reinforce existing ones or sneak away from dangerous situations. Can be recruited with only a lab in the province. astral 11 is also a great buff path for a weaker mage to have. As spies, they can reveal magic graphs due to their skill in magic.
Member of the Second Tier
210
1
2
Recruit Anywhere
astral 22blood 11random010%rp 1111
Stealthy (75)
Spy
Members of the Second Tier are stronger astral casters than Illuminated Ones and have a bit of blood magic, but are not great blood hunters without items (especially given their cost and non-sacred upkeep). Still, with a Sanguine Dowsing Rod and Blood Thorn they will perform well in that role, and they can also potentially be boosted to cast Send Lesser Horror.
Black Priest
225
2
2
earth 11holy 22random1100%rp 99
Sacred
Forge Bonus (1)
Inquisitor
A strict upgrade from the Middle Age, the Black Priests are now recruitable in all forts, making Iron Blizzard much more accessible, and granting virtually guaranteed access to the earth/astral crosspath and minor air magic. Their roles will depend on their randoms and they are important mages throughout the game.
Wolfherd
75
2
1
Capital Only
Stealthy (40)
Animal Awe (2)
Uninspiring (1)
Beastmaster (3)
Mountain Survival
Forest Survival
Summon Allies (Wolf)
Can summon two wolves per turn. Wolves are an excellent source of free patrol chaff, but have limited combat utility.
Ghoul Commander
150
44
1
Capital Only
Poison Resistance (25)
Darkvision (50)
Castle Defence (2)
Undead
Need Not Eat
50 undead leadership for leading Ghoul Guardians. Unfortunately does not have the native leadership to allow formations.
Hochmeister
195
72
1
Capital Only
holy 11
Sacred
Skilled Rider (2)
Inquisitor
Combat Caster
Heavy cavalry priest commander. Similar to MA Ulm's Black Lords, this can act as a light thug with a Greatsword of Sharpness and Burning Pearl, but also can bless itself to benefit from whatever your bless is. Competes for capital recruitment points with Wolfherds and Fortune Tellers.
Black Destrier Sacred
Animal
Fortune Teller
135
1
2
Capital Only
astral 11random1100%
Fortune Teller (15)
Fortune Tellers provide very welcome access to communionable death and glamour, opening up more options for battle magic and site searching. Their paths are too low for most rituals in these paths, however.

Troops

Sprite Unit Name Special Attributes Comments
Villain
10
5
4
Stealthy (40)
Undisciplined
Mountain Survival
Forest Survival
Undisciplined militia with a shortbow. Unlikely to be useful against the majority of Late Age threats.
Pikeneer
10
20
9
LA Ulm gets a few different medium infantry options. The Pikeneer is unlikely to be repelled, the Halberdier does the most damage, and the Infantry of Ulm has a shield to absorb crossbow fire.
Halberdier
10
22
9
Castle Defence (1)
Infantry of Ulm
10
23
9
Ranger of Ulm
12
8
14
Stealthy (40)
Forest Survival
Easily massable crossbows. They have better-than-average precision as well as a stronger melee attack than most ranged units. Consider using stealthy groups of rangers to take provinces as part of an initial strike.
Zweihander
14
36
18
With a protection value of 21 and a base damage of 22, these units are heavy hitters. Not having a shield means that they will suffer a bit against crossbows, but their high protection helps them survive until they meet the enemy. They are potent targets for buffs like Body Ethereal and Twist Fate, which can easily be provided by Illuminated Ones.
Ghoul Guardian
20
44
47
Capital Only
Poison Resistance (25)
Darkvision (50)
Castle Defence (2)
Corpse Eater (2)
Max corpse bonus HP: 8
Undead
Need Not Eat
Ghoul Guardians are an upgrade on MA Ulm's Guardians in many ways: they are poison resistant, they have more hitpoints and can gain even more through their corpse eater ability, and they have no encumbrance due to being undead. They have excellent map move, and their magic resistance is significantly better. However, they are very recruitment point-intense (particularly relevant due to LA Ulm's Order scale limit) and vulnerable to Banishment-type spells. Still, an excellent unit that hard counters enemy sacreds and matches up well into a variety of troop types.
Black Templar
75
72
51
Sacred
Skilled Rider (2)
Very resource-expensive but also very heavily protected sacred cavalry. Almost identical to MA Ulm's Black Knights, but cost 30 more gold for the privilege of being sacred.
Black Destrier Sacred
Animal

Heroes

Sprite Unit Name Special Attributes Comments
Ulrich Patrifagus - Ghoul Baron Poison Resistance (25)
Darkvision (50)
Halt Heretic (7)
Castle Defence (5)
Corpse Eater (3)
Maximum corpse HP bonus: 10
Undead
Need Not Eat
Summon Allies (Ghoul x 5)
A fairly ordinary commander who is essentially a Ghoul Commander with a really high Halt Heretic score, making him pretty difficult to hit by enemy sacreds. Can perhaps act as an army thug, if provided with better gear.
Member of the Third Tier fire 22astral 33blood 22rp 1919
Stealthy (90)
Spy
The Members of the Third Tier provide some nice paths at a higher level than is otherwise available to LA Ulm, allowing it to access a few more boosters and ritual spells.
Member of the Third Tier astral 33nature 22blood 22rp 1919
Stealthy (90)
Spy
Member of the Third Tier air 22astral 33blood 22rp 1919
Stealthy (90)
Spy

Magic

Summons

Ritual

LA Ulm doesn't have any recruitable mages with both Death and Blood, so a pretender is the best way to get Sanguine Heritage started. Most of the summons do have the right crosspaths, and with some boosters can continue casting Sanguine Heritage themselves.

: Unique, Cold Resistance (15), Poison Resistance (25), Darkvision (100%), Invulnerability (25), Immortality (1 Month Reform Time), Underwater Damage (100), Slash Resistance, Blunt Resistance, Undead, Cannot Cross River, Need Not Eat

Summon Spell Unit Special Attributes Comments
Sanguine Heritage
(Blood 0)
death 33blood 33 and 44bloodslave

Ludolf von Achenbach - Vampire Count or

death 22blood 22rp 1313
Fire Vulnerability (5)
Stealthy (+40)
Kills Population (10 per Month)
Reforming Flesh (10%)
Flying
Dominion Attracts Units (Thrall)
Commentary here.

Burkhard Nachtzehrer - Blood Marshal or

blood 22rp 99
Pillager (+20)
Reforming Flesh (20%)
Flying
Dominion Attracts Units (Thrall)
Commentary here.

Blood Countess or

blood 33rp 1111
Fire Vulnerability (5)
Stealthy (+40)
Blood Searcher (+2)
Reforming Flesh (10%)
Flying
Female
Dominion Attracts Units (Thrall)
Commentary here.

Vampire Countess or

death 11blood 22rp 1111
Fire Vulnerability (5)
Stealthy (40)
Seduction (Morale vs. 9)
Reforming Flesh (10%)
Flying
Female
Commentary here.

Vampire Count or

death 22blood 22rp 1313
Fire Vulnerability (5)
Stealthy (+40)
Reforming Flesh (10%)
Flying
Dominion Attracts Units (Thrall)
Commentary here.

Vivisectionist or

death 22blood 22rp 2121
Fire Vulnerability (5)
Stealthy (+40)
Cause Unrest (1 per Month)
Reforming Flesh (10%)
Flying
Dominion Attracts Units (Thrall)
Commentary here.

Vampire Count or

death 33blood 11rp 1313
Fire Vulnerability (5)
Stealthy (+40)
Fear (+8)
Reforming Flesh (10%)
Flying
Dominion Attracts Units (Thrall)
Commentary here.

Blood Graf

earth 22death 11blood 22rp 1515
Fear (+6)
Reforming Flesh (20%)
Regain Mount
Dominion Attracts Units (Thrall)
Commentary here.

Demon Steed
Fire Resistance (15)
Need Not Eat
Demon
Sloth of Bears
(Conjuration 3)
nature 22 and 6naturegem

Great Bear x 15+
Undisciplined
Animal
Mountain Survival
Forest Survival
Summons high strength blobs of hitpoints. Can work as evocation bait, as the bears have more HP than your troops and even lower MR, but otherwise unremarkable.

Other Spells

Combat
  • Iron Darts (Evocation 3) earth 11holy 11
    The signature spell of Ulmish Priests, firing a spread of 3 magic armor-piercing darts that deal double damage to magic beings. Massing Black Priests allows you to shower the enemy in shrapnel that ignores over half of enemy protection.
  • Iron Blizzard (Evocation 6) earth 11holy 11
    Trades some range and damage for a truly astonishing 20 darts per cast. Can be cast by all Black Priests, but with a high fatigue cost. This is a powerful evocation spell which is particularly lethal to magic beings.
  • Gift of the Moon (Enchantment 4) astral 11
    AOE 1 invulnerability for specifically wolves. Not particularly relevant.
  • Tempering the Will (Thaumaturgy 5) earth 33
    Battlefield-wide Antimagic that can be cast by some Black Priests, but only takes effect if friendly units fail a magic resist check. Ordinary Antimagic is probably more effective given LA Ulm's preponderance of astral mages.

Magic Items

  • Black Halberd (Construction 3) earth 11
    Identical to the weapon wielded by Ghoul Guardians, but can be equipped by commanders. Pretty redundant given LA Ulm's easy access to unit-wielded Black Halberds, and overshadowed by the ubiquitous Greatsword of Sharpness as an elite-killing tool.

Magic Access

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

General Access

Elements

  • fire 11 on one-in-four Black Priests
  • air 11 on one-in-four Black Priests
  • No water magic
  • earth 22 on one-in-four Black Priests

Sorcery

  • astral 22 on each Member of the Second Tier
  • death 11 on one-in-four Fortune Tellers (capital only), or on roughly every fortieth Member of the Second Tier off-capital
  • No nature magic (outside of a hero)
  • glamour 11 on one-in-four Fortune Tellers (capital only)

Rites

  • blood 11 on each Member of the Second Tier
  • holy 22 on Black Priests

Boosted Access

Although LA Ulm's mages only have blood 11 recruitable, they have heroes and summons with blood 22 and good crosspaths for making Blood boosters. Bind Heliophagus and Bind Demon Lord are both reachable and give powerful mages in all paths except Water. Both spells are late in the Blood research path and expensive though.

Cross-Path Boosters

Ring of Sorcery and Ring of Wizardry are reachable, although it's difficult. The Member of the Third Tier heroes have astral 33, which is a help. Black Priests can have the right paths for Staff of Elemental Mastery, but it requires a ton of boosters. The hero, Member of the Third Tier, is six total boosters away from a Robe of the Magi. Theoretically doable, but tricky.

Fire

Highest starting: fire 11 Black Priest (1 in 4). The hero, Member of the Third Tier has fire 22.

Bind Arch Devil Limited Amount
fire 22blood 22 The hero, Member of the Third Tier +
The Arch Devils have at least fire 44.

The Forbidden Light Unique
fire 22astral 33 The hero, Member of the Third Tier +
The Fire boosters are the difficult ones to get.

Air

Highest starting: air 11 Black Priest (1 in 4). The hero, Member of the Third Tier has air 22.

Tome of High Power Unique
air 22astral 33 The hero, Member of the Third Tier

Water

No native access.

Summon Spectre
death 11 Fortune Teller (1 in 4) +
Spectre has a 7 in 16 chance of at least water 11

Earth

Highest starting: earth 22 Black Priest (1 in 4)

While a Black Priest has the right crosspaths for Staff of Elementary Mastery and Atlas of Creation (Unique), they require a ton of boosters to get.

Astral

Highest starting: astral 22 Fortune Teller (1 in 4) or Member of the Second Tier. Any of the Member of the Third Tier heroes has astral 33.

Coin of Meteoritic Iron
earth 11astral 11 Black Priest (1 in 4) +

Tome of High Power Unique
air 22astral 33 The hero, Member of the Third Tier

The Oath Rod of Kurgi Unique
astral 22blood 11 Member of the Second Tier +
astral 33blood 22 The hero, Member of the Third Tier +

The Void Sphere Unique
astral 22blood 11 Member of the Second Tier + \\

Ether Gate
astral 11death 11 Fortune Teller (1 in 4) +
Ether Lord has at least astral 33, 1 in 4 has astral 44.

The Forbidden Light Unique
fire 22astral 33 The hero, Member of the Third Tier +
The Fire boosters are the difficult ones to get.

Although LA Ulm has the crosspaths for The Trapped Dreams of Hruvur (Unique) and Atlas of Creation (Unique) they require a ton of boosters.

Death

Highest starting: death 11 Fortune Teller (1 in 4)

Ether Gate
astral 11death 11 Fortune Teller (1 in 4) +
Ether Lord has at least death 22, 1 in 4 has death 33.

The Black Book of Secrets Unique
death 11blood 11 Fortune Teller (1 in 4) +

Sanguine Heritage requires death 33blood 33, a crosspath difficult for LA Ulm to get outside of a Pretender. If cast, it has a 4 in 8 chance to summon a commader with at least death 22.

Nature

No recruitable access. The hero, Member of the Third Tier has nature 22.

Glamour

Highest starting: glamour 11 Fortune Teller (1 in 4)

A Fortune Teller may have the right crosspaths for The Trapped Dreams of Hruvur Unique but it requires a ton of boosters.

Blood

Highest starting: blood 11 Fortune Teller (1 in 4) or Member of the Second Tier. Any of the Member of the Third Tier heroes has blood 22.

Tome of Lower Planes Unique
astral 22blood 11 Member of the Second Tier +
astral 33blood 22 The hero, Member of the Third Tier

The Oath Rod of Kurgi Unique
astral 22blood 11 Member of the Second Tier +
astral 33blood 22 The hero, Member of the Third Tier +

Armor of Twisting Thorns Unremovable
nature 22blood 22 The hero, Member of the Third Tier +

Sanguine Heritage requires death 33blood 33, a crosspath difficult for LA Ulm to get outside of a Pretender. If cast, it is likely to summon a commader with blood 22.

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/ulm-la.txt · Last modified: 2026/07/02 02:54 by wigglefig