"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
By the end of the Early Age, a new order of Thaumaturgs emerged within the Empire of Ermor. They foresaw the Cataclysm that would come from the dark arts practiced in Ermor, and urged the last Emperor’s twin brother to declare a civil war to end such practices. Sadly, it was a self-fulfilling prophecy: as Eldregate was held under siege, the Elder Augurs and the Bishops of the Sacred Shroud both turned to Death itself to solve their problems, letting it loose and reducing the capital province to ash. The old empire’s provinces that weren’t reduced to deadlands became kingdoms and rump states, while the twin brother and the Thaumaturgs “reformed” the Empire, naming their new capital "Sceleria” to stand as a reminder of the wickedness that brought Ermor down. At the true start of the Middle Age, the Thaumaturgs had organized into a Death Cult that held absolute reverence for the Dead and the Laws of Death, hoping to hold back the Reawakening Emorian spectre with strict control over their own corpses. They honestly believe that Ermor is their cross to bear, and that no one else would be able to handle it.
Originally MA Ermor when the Ashen Empire was LA Ermor (in Dominions 3), Sceleria has a small-but-effective toolkit. Death & Astral go together rather nicely, Divine Magic & Unholy Rites are both nice to have, and your Cavalry-less Middle Ages Legion can be reasonably effective when the nation's main selling point isn't ready or suitable. The main selling point of Sceleria is its horde of Reanimator Priests, along with the uncanny skill of its Longdead Legions. Sceleria also has the earliest access to Charming in the game through Apostasy, which will piss off most people when it works. If you know what you're doing, you can be a real pain in the butt as Sceleria, bogging down most opponents with sheer numbers. If you can't handle your infrastructure or balance your fort turns well enough to have enough Reanimators, however, you'll be in for it. The AI doesn't know how to use its reanimators, and playing against Sceleria in a single-player game is an oddly underwhelming experience.
Race | Military | Magic Access | Priests | Buildings |
---|---|---|---|---|
Humans Some Undead | Mid-Roman Legions Assassins Gladiator Levies Undead Legions Sacred Ghostly Vestals Sacred Undead-busters | ![]() ![]() ![]() ![]() | Powerful (![]() ![]() | ![]() |
Temple of the Dead | Temple of the Spheres | Campus Sceleris |
---|---|---|
* Enables recruitment of Lictors ![]() * Enables recruitment of Censors ![]() * Produces 3 ![]() | * Enables recruitment of Grand Thaumaturgs ![]() * Produces 1 ![]() | * Enables recruitment of Shadow Vestals ![]() * Produces 1 ![]() |
General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around
description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (no h1 unless special qualities, no 40, 60 leadership dudes that are average, no scouts
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Scout![]() ![]() ![]() | ![]() ![]() ![]() | Scouty McScouts. Assassins are for when you're in no rush but you still want to expand, or for when you're sick and tired of the AI always catching your Scouts in singleplayer games. |
![]() | Assassin![]() ![]() ![]() | ![]() ![]() ![]() |
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![]() | Centurion![]() ![]() ![]() | Unremarkable hacks with 80L. | |
![]() | Legatus Legionis![]() ![]() ![]() | Unremarkable hacks with 120L. Unchanged from the Early Ages (like the Centurions), they're screwed by their lack of shields in the face of crossbow fire. |
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![]() | Scelerian Cultist![]() ![]() ![]() | ![]() ![]() Reanimator Priest | The unsung hero of Sceleria. If you're not recruiting these guys, then you're probably not Reanimating enough. The Mages can Reanimate too, sure, but they're nowhere near as cheap or as plentiful as these guys. |
![]() | Thaumaturg![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() Reanimator Priest | It's a bit unfortunate that this is your only off-capital Mage, but he can do most of what you'll need him to do. Consider getting to Evocation 4 so you can have these guys spam Nether Bolt, and later Evocation 7 so they can spam Nether Darts. |
![]() | Censor![]() ![]() ![]() ![]() | ![]() ![]() | Pretty-much exists solely to lead your Shadow Vestals and other undead guys, or perhaps to do some very light "thugging". Your Grand Thaumaturgs are typically a lot better at the job, however, especially those Air randoms with Air Shield. |
![]() | Grand Thaumaturg ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Reanimator Priest | While not very turn-efficient, these jaded old coots can do theoretically anything.![]() Every random path available to the Grand Thaumaturg brings something neat to the table, especially with Communions, though the neat things tend to be far apart in the Research lists. |
At some point during each Sceleria game, the Sceleria player (if they haven't been annihilated yet) will transcend the need for purchasing troops due to how many skeletons they have at their disposal. Until then, there are these guys.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Slinger![]() ![]() ![]() | Why is this game so harsh towards slings? The sling was a quite-respected weapon before Rome fell. | |
![]() | Retiarius![]() ![]() ![]() | Levy | One has a net, while the other has two attacks. Both are money sinkholes that shouldn't be relied on too much, primarily because they leave after seeing blood. |
![]() | Gladiator![]() ![]() ![]() | Levy | |
![]() | Velite![]() ![]() ![]() | Skirmisher | They didn't teach Ermor's skirmishers how to skirmish until after it fell. How does that make you feel? |
![]() | Alae Legionnaire![]() ![]() ![]() | The Ala were soldiers drummed up from Roman "allies", so even now you're not playing with Imperial Legions. These guys are essentially Velites that won't die as fast. | |
![]() | Hastatus![]() ![]() ![]() | Alae Legionnaires with Swords instead of Spears. | |
![]() | Principe![]() ![]() ![]() | You can really feel the extra point of HP, Attack, Defense, & Precision that these elite troops have over the Hastati. That might just be Sunk Costs Fallacy, however. | |
![]() | Triarius![]() ![]() ![]() | ![]() ![]() | Formation Fighter means that these guys can fight four to a square, which actually ameliorates some of their Old-Age-based stat problems due to increased attack density. Unfortunately, it does not fix the problem of them costing a lot and possibly gaining serious afflictions every winter. |
![]() | Praetorian Guard ![]() ![]() ![]() | ![]() ![]() ![]() | Though most of your high-priority targets can be protected from assassination by Researching Horde of Skeletons and other skeleton-spamming fare, having a Bodyguard or two won't hurt, and these guys are actually the hardest-hitting troops in your off-capital lineup… provided that they don't join with a missing limb or barely-functioning muscles. |
![]() | Standard![]() ![]() ![]() | ![]() | A Hastatus with a strangely-uplifting banner. It doesn't hurt to have a bit of extra morale, especially when you might accidentally spook your own forces with Terror and other Fear spells. |
![]() | Lictor![]() ![]() ![]() ![]() | ![]() ![]() | Special guys with Magic Battleaxes that Paralyze Undead foes. They pack a punch against everyone, not just zombies and spooks. |
![]() | Shadow Vestal![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | As cool as these ghostly zombie-girls with Magic Spears are, they are pretty-much useless for Sceleria. The Reformed Empire doesn't have any Stealthy Commanders, nor can it organize its Undead forces into useful formations due to its ironic lack of competent Undead-leaders. Shadow Vestals also compete with Lictors (who are better damage-dealers) and Undead-horde-printers for attention in your capital, in addition to costing a fortune. You could design a Pretender God that can use them to their fullest potential, but that's a meme in the same vein as Pythium's Battle Vestals. |
any breakout hits that might sway someone towards luck or away from it ?
national spell or summon cost and usecase, judgment if it's good.
What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable
What is the best spell you can use in combat. What spells the best support your national lineup, Is there weakness that you need to fix? Any tricks you should be aware you have?
What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?
Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?
nation exclusive items
items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?
do you have a game plan? Anything you should always be working toward? Any National weaknesses?
What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for
How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly
youtube of someone discussing the nation
guide page on steam??
forum thread or AAR