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
If you are considering picking this nation to play, what should you know?
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
|---|---|---|---|---|
| | Heroes Summons | Medium Infantry Stealthy Rangers Knights Ghoul Guardians | | Forts produce 25% more |
Black Forest
Enables recruitment of
Wolfherd
Fortune Teller
Produces 1
1
per turn
The Ruined Keep
Enables recruitment of
Ghoul Commander
Ghoul Guardian
Produces 2
per turn
The Black Temple
Enables recruitment of
Hochmeister
Black Templar
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.
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Ranger Captain | | 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 | Standard 100 leadership commander. | |
| Black Acolyte | | 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 Recruit Anywhere | | 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. |
| Member of the Second Tier Recruit Anywhere | | 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 | | 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 | | Can summon two wolves per turn. Wolves are an excellent source of free patrol chaff, but have limited combat utility. |
| Ghoul Commander | | 50 undead leadership for leading Ghoul Guardians. Unfortunately does not have the native leadership to allow formations. |
| Hochmeister | | 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 | |
|
| Fortune Teller | | 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. |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Villain | | Undisciplined militia with a shortbow. Unlikely to be useful against the majority of Late Age threats. |
| Pikeneer | 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 | |
|
| Infantry of Ulm | ||
| Ranger of Ulm | | 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 | 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 | Max corpse bonus HP: 8 | 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 | | 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 | |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Ulrich Patrifagus - Ghoul Baron | Maximum corpse HP bonus: 10 | 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 | | 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 | |
|
| Member of the Third Tier | |
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) | Ludolf von Achenbach - Vampire Count or | | Commentary here. |
Burkhard Nachtzehrer - Blood Marshal or | | Commentary here. | |
Blood Countess or | Female | Commentary here. | |
Vampire Countess or | Female | Commentary here. | |
Vampire Count or | | Commentary here. | |
Vivisectionist or | | Commentary here. | |
Vampire Count or | | Commentary here. | |
Blood Graf | | Commentary here. | |
Demon Steed | |
||
| Sloth of Bears (Conjuration 3) | Great Bear x 15+ | | 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. |
See Magic Access. These guides supplement the summaries at the top.
Although LA Ulm's mages only have
1 recruitable, they have heroes and summons with
2 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.
Ring of Sorcery and Ring of Wizardry are reachable, although it's difficult. The Member of the Third Tier heroes have
3, 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.
Highest starting:
1 Black Priest (1 in 4). The hero, Member of the Third Tier has
2.
Bind Arch Devil Limited Amount
2
2 The hero, Member of the Third Tier + ![]()
The Arch Devils have at least
4.
The Forbidden Light Unique
2
3 The hero, Member of the Third Tier + ![]()
![]()
![]()
![]()
The
Fire boosters are the difficult ones to get.
Highest starting:
1 Black Priest (1 in 4). The hero, Member of the Third Tier has
2.
Tome of High Power Unique
2
3 The hero, Member of the Third Tier
No native access.
Summon Spectre
1 Fortune Teller (1 in 4) + ![]()
Spectre has a 7 in 16 chance of at least
1
Highest starting:
2 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.
Highest starting:
2 Fortune Teller (1 in 4) or Member of the Second Tier. Any of the Member of the Third Tier heroes has
3.
Coin of Meteoritic Iron
1
1 Black Priest (1 in 4) + ![]()
Tome of High Power Unique
2
3 The hero, Member of the Third Tier
The Oath Rod of Kurgi Unique
2
1 Member of the Second Tier + ![]()
![]()
3
2 The hero, Member of the Third Tier +
The Void Sphere Unique
2
1 Member of the Second Tier +
\\![]()
![]()
Ether Gate
1
1 Fortune Teller (1 in 4) + ![]()
![]()
Ether Lord has at least
3, 1 in 4 has
4.
The Forbidden Light Unique
2
3 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.
Highest starting:
1 Fortune Teller (1 in 4)
Ether Gate
1
1 Fortune Teller (1 in 4) + ![]()
![]()
Ether Lord has at least
2, 1 in 4 has
3.
The Black Book of Secrets Unique
1
1 Fortune Teller (1 in 4) + ![]()
Sanguine Heritage requires
3
3, 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
2.
No recruitable access. The hero, Member of the Third Tier has
2.
Highest starting:
1 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.
Highest starting:
1 Fortune Teller (1 in 4) or Member of the Second Tier. Any of the Member of the Third Tier heroes has
2.
Tome of Lower Planes Unique
2
1 Member of the Second Tier + ![]()
3
2 The hero, Member of the Third Tier
The Oath Rod of Kurgi Unique
2
1 Member of the Second Tier + ![]()
![]()
3
2 The hero, Member of the Third Tier +
Armor of Twisting Thorns Unremovable
2
2 The hero, Member of the Third Tier +
Sanguine Heritage requires
3
3, a crosspath difficult for LA Ulm to get outside of a Pretender. If cast, it is likely to summon a commader with
2.
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
What are the nation's weaknesses?