Dominions 3: The Awakening/Nations/Ulm, Enigma of Steel

Ulm, Enigma of Steel
Ulm is a land of cold mountains and dense forests. These wild lands were settled by proud and fierce barbarians in ages past. Their ancestry has made the inhabitants of the forests stronger and more resilient to the cold climate than ordinary men. Upon becoming men, youngsters are given a single knife and left in the forest at first snowfall. Those who survive the winter are allowed to return to their family.

The barbarians of Ulm live in small settlements ruled by chieftains and warrior smiths searching for the enigma of steel. Steel is a sacred metal and its maker is as well. Smithing has become equivalent of making a sacrifice to the Lord and no other culture has developed such a skill in magical forging.

Horses are rare and those who use them in warfare are held in contempt. Sneak attacks, on the other hand, are common, and many warriors use stealth to engage opponents in hand-to-hand combat.

Pretender Gods
The following pretender god chassis are available for Enigma of Steel:

Of these, the only unique choice available to Enigma of Steel is the Lord of War.

Units
All Enigma of Steel units have the Mountain Survival and Forest Survival traits, as well as at least a 50% cold resistance. The sole exception to this is the Scout leader type, who corresponds with the "generic" scout profile.

More than half of the Enigma of Steel unit types are stealthy, though the sacred /Steel Warriors/ are lamentably not in this club. Warrior Chiefs, Shaman, Antlered Shaman and of course the Scout are stealthy.

Enigma of Steel has only one sacred troop type, the /Steel Warriors/. Shaman and Antlered Shaman, being priests, are also sacred.

Enigma of Steel has relatively poor mages, especially for Early Era. The /Warrior Smith/ are 1E1?, with the random choice being +100% AEFW and +50% AEFW, so there is a reasonable chance (one in four) of a 2E mage. The Shaman are 1E1H1? with the random being +100% FEDN and +50% FEDN. The Antlered Shaman are 2E2N1H1?, with the random being a +10% FEDN.

Unique Spells

 * Sloth of Bears
 * Pack of Wolves

Starting Sites
Enigma of Steel starts with two nation-specific sites, the Wheel of Pain and Irminsul. The Wheel of Pain allows for the recruitment of capital-only Steel Warriors, while Irminsul gives 1 death, 2 nature and 3 earth gems per turn in addition to allowing recruitment of the capital-only Antlered Shaman.

National Heroes

 * Athalwolf, Maker of Heroes
 * Warenheris, Son of Steel
 * Eburhart, Guardian of the Tree

Commentary
Get yourself a copy of "Anvil of Crom" from the Conan the Barbarian soundtrack. Make sure you've got a good sub-woofer. Crank it up pretty damn loud. When your SO complains, scream back something that sounds like you're speaking with a mouth full of marbles... maybe "Grant me revenge! And if you do not listen, then to HELL with you! " or maybe "It's not a tumor!" or simply "Enough talk!"

After she's walked out of the room muttering something that you cannot hear over the bass drums, create your pretender god. You should name it "Crom," and it really shouldn't be anything less manly than a Lord of War. I mean, you could use a crone as a chassis, but Aharnold would call you a "gurley man"... and so would I.