Monsters (Fomortiis)

Sothis's last demand(s) for this article was/were:
**Art, Uniques, Credits**.

The Monsters of Magvel are a very unique civilization created by Kobazco. They are incapable of being used by players at this time, ***but are among the fiercer foes one can find on the Workshop.***

Also denote which, if any, DLC are required.

## **Attributes**

The Monsters are not a traditional civilization, completely foregoing the traditional 3-unique style in favor of replacing the entire tech tree. This section will be longer than most as a result.

* All captured cities must be razed, and are converted into the City Ruins improvements, which retain the city's territory and can spawn monsters.
     **Cantor (Settler / Great General)*** +15% Combat Bonus to allies within 2 spaces
     **The Black Temple** (improvement; no replacement)
* Provides a defensive bonus to those on it.
* Deals damage to adjacent enemies.
     **Soul Furnace** (improvement; no replacement)
* May only be built on resources.
     **Tomb** (improvement; no replacement)
* Cannot be constructed adjacent to another tomb.
     **Crypt** (improvement; no replacement)
* Can be constructed outside of friendly territory.
* Claims the tile it is built on.
* Must be built on a hill adjacent to a luxury resource, and not be adjacent to fresh water.
* Crypts spawn monsters on a cooldown.

Start Bias: Avoid Coast/Ocean

1. Cities here
 **Spy List**

* Spies here
 **Other List**

* Other list, such as unique names for UUs, here. May be deleted if no such list exists

## **Strategy**

As Fomortiis is currently not stable enough to be used in the hands of the player, there will be no player section for the time being.

The Demon King Fomortiis and his unholy legion of monsters is a daunting opponent unlike any other in the FE-Civ verse. If you're going to have them in your game, you *need* to be prepared for whatever apocalypse may face you, especially on higher difficulties. Unprepared civilizations can find themselves permanently suffocated or utterly trampled by the demonic horde, but alas, there is still hope! As history has shown us, such vile monsters are conquerable even by those that seem the most unlikely to do so. There are a fair amount of civilizations that stack-up well against the Demon King, though it's important to note that  many simply benefit from the properties of the Monsters rather than actually directly harming the Demon King's abilities.

Obviously, the best way to fight the Demon King is, unless you're prepared to take it on, to not fight him at all and go about your usual business to win the game. But what if you're in a situation where you can't avoid conflict, and you're forced to engage Fomortiis? Here are some of Fomortiis' most notable match-ups:

### **Disadvantageous for Fomortiis/Advantageous for Other Players:**

* **Robin/Chrom's Ylisse:**The totally-platonic Ylissean duo make for an excellent counter to the Demon King thanks to the obscene power of bonds on the battlefield. What the Monsters have in utter numbers, they lack in specialized units or units with a plethora of promotions. With the magic of Pair Up and stacking combat bonuses, the Ylissean's can easily face-tank most of Fomortiis' army with little effort; Chrom in particular is perhaps the most reliable military counter if speaking purely in numbers, as even a horde of Monsters that far outnumbers Chrom's army can do little to stand up to the monstrous base +75% Chrom can have his units achieve. Robin also performs nicely, though his +45% looks a bit paltry by comparison. The Shepherds also deserve an honorable mention in this regard thanks to their ability to capture units, allowing you to completely turn the tables on Fomortiis and his primary advantage of unit numbers.
* **Joshua's Jehanna:** One of the first curious interactions discovered with Fomortiis courtesy of Xeminus, Joshua has one of the best match-ups against the Demon King for a number of reasons; for one thing, Joshua's joint war bonus is normally rather tricky to get set up due to its specific and often impermanent, but heavily rewarding once you have it active. However, because every player in the game will be at war with Fomortiis, this means that Joshua will always have at least one active joint war at all times, and with that comes an effectively permanent +75% global Gold boost! In addition, Joshua will also earn a bonus +30% Gold for each city-state ally on his side while at war, letting Joshua snowball obscenely hard with Fomortiis in the game. In the right circumstances, assuming Joshua spawns far away enough from the Monsters, Joshua can easily cheese his way towards a Diplomatic Victory, completely avoiding any heavy warring with the Demon King.
* **Perceval's Etruria:**The famed Etrurian General's blinding patriotism is far too strong for him to be phased by the intimidating presence of the Demon King. Rather, Perceval lavishes in the opportunity to defend his country with a permanent -25% cost for new Social Policies. This effect is simply huge and allows Perceval to snowball hard in the presence of Fomortiis. Perceval also benefits from directly warring with Fomortiis if he can rack up a few Generals in the process, further increasing his global cultural presence.
* **Chagall's Agustria/Caineghis's Gallia:**These two are bundled in the same category for covering the same niche of having strong early defensive bonuses. Against an early Monster invasion, these two civilizations are more than equipped to handle such forces; Chagall's Barons, naturally fortified cities and early-game advantage in the Agustrian Windmills let Chagall be more prepared for invasions from the get go, while Caineghis' Forest and Jungle tiles utterly ruin any Monster unit besides maybe Gargoyles. Both civ's unique units are also excellent in challenging the Monster's units: Cross Knights and Cats deploy great hit and run tactics, being able to pick off clumps of Monster hordes all at once, while Tigers make for excellent blocker units, especially in Gallia's key terrain. While these bonuses do fade throughout the game in relevancy, the ability to repel such a dangerous force so reliably rather consistently when the player is going to be at their most vulnerable is important in the context of Fomortiis' match-ups.
* **Claude's Almyra**: Listed for similar reasons as Joshua, Claude happily takes advantage of the Demon King's warring with a free Delegate in the World Congress. While this bonus isn't as potentially game-breaking as Joshua's free gold, the immediate and effectively permanent Delegate is a boon from the moment the World Congress is founded, letting Claude have more influence in passing something crucial such as Science Funding or even World Religion.
* **Batta the Beast:**The Beast lives for combat and combat alone, but unlike fellow early-warmonger Bantu, Batta actually benefits from challenging the Monsters, even if some attempts may prove to be suicidal for the lives of Batta's units. The Beast earns Production every time he kills an enemy unit, and because the Monsters are essentially an upgrade to Barbarians, this means more potential Production for Batta to farm off of the Demon King's horde. It's important to note that, while this strategy can be powerful, it's also very risky given that Batta only has purely militaristic units, and his best and most spammable units arrive very early on. But, if Fomortiis is your neighbor, Batta is a potentially powerful counter to the Demon King as he can rack up early Production and rush buildings or even wonders like nobody's business.

### **Advantageous for Fomortiis/Disadvantageous for Other Players:**

* **Amelia's Silva/Rhea's Church of Seiros:**By far the most unfortunate victims of a potential invasion from Fomortiis due to their starting conditions. Both have adequate combat elements -- Amelia with her Garbage combat bonus and Rhea with Royal Knights and Student bonuses -- but that can't save them from being utterly run over by the Monsters. If you play as either of these two and you start near Fomortiis, just restart.
* **Reyson's Serenes:**The Heron Prince's pacifistic tribe has the potential to be one of the most powerful civilizations in the FE-Verse, only held back by its decently risk-and-reward early game if forced to make an army. Typically, Reyson will want to avoid militarizing in the first half of the game in order to reap the benefits of his very powerful Happiness bonuses. Unfortunately, the Monsters have the potential to force Reyson into his worst scenario: If Reyson is forced into a situation where he has to fight the Monsters 1-on-1, he is very likely to lose, *especially*early on. Reyson's Dirge of Ruin Cantor may seem like a good answer, and while they can clear out massive hordes of Monsters at once, Dirge of Ruin's are costly to boot and can't efficiently stop the generation of Monsters to begin with. They are also not immediately available, both in Faith cost and when they arrive on the tech tree. Saying that, Reyson is perhaps the only civilization who can take out the Necrodragon early on thanks to the Dirge of Ruin, but it's an incredibly risky maneuver given the Dirge of Ruin's limited 8 range radius. Reyson can also get into a position where he can reliably make an army efficient enough to repel Fomortiis later on in the game, but the main struggle in this match-up comes from how Reyson can potentially be crippled should he be forced to defend himself early on, which hurts him far more than other civilizations given his unit penalty.
* **Celica's Zofia:** Unfortunately, Celica is unquestionably crippled by the presence of Fomortiis. Much of Celica's early game plan relies on the consistent and strong growth her UA provides her, and while granted, this is less of a problem the later Celica *meets*Fomortiis, potentially losing this ability early on is nothing short of a major blow to what makes her civilization viable. Celica also has no military answer to Fomortiis, as her Priestess Escort cannot challenge most of Fomortiis most threatening units, which are land-based.
* **Emmeryn's Ylisse:**The peace-loving Exalt is also completely shut down by the Demon King, losing access to her unique ability to rack up city-state influence with states she's protecting. Emmeryn's primary method of deterring civs from warring with her is also useless against Fomortiis as the Monsters have no need for influence with any city-state in the game. The Royal Pegasus Knight can at least perform well as a good defensive unit if Fomortiis tries to assault Emmeryn's Capital, but past that, Emmeryn has few, if no good answers to Fomortiis.
* **Dayan's Kutolah:**Dayan actually fares by far the best of his one-city compatriots thanks to his direct military bonuses and access to the incredibly strong Nomad, and while Dayan stands no chance in knocking out Fomortiis early thanks to the Demon King's Necrodragon, but the Silver Wolf can at least hold his own in his prime era, especially if he gets an upgraded Crossbowman from a ruins. Saying that, Dayan is still incredibly vulnerable to being conquered by Fomortiis and *needs* to go to war with another player if he wants to build up a foundation good enough to potentially resist any post-Classical invasions from the Demon King. Dayan has the unique potential to crush unprepared civilizations very early on thanks to the power of his Nomads, but his unique elements simply do him no favor against Fomortiis, who Dayan can challenge on the battlefield early on but cannot conquer, which is what helps Dayan succeed early on.
* **Mannu's Pyrathi**: The Dragon King of Pyathi relies solely on his ability to remain neutral with other civilizations to succeed, and Fomortiis simply laughs at such paltry attempts at diplomacy. Mannu isn't particularly affected as hard as other civilizations on this list, only missing out on +2 Faith and Happiness, but it's still enough for him to be on this list.

## **History**

### **Monsters**

A monster is any supernatural creature given life by the power of dark magic. Monsters have historically plagued the continents of Valentia, Magvel, and less historically, Archanea in the time of Fire Emblem Awakening. They are in the service of Duma, Fomortiis, and Grima respectively. Monsters are antagonistic and a major threat to human populations. Monsters also appear in Fire Emblem Fates, the most prominent being the Faceless created by Nohrian mages and the Vallite phantoms created by Anankos.

### **Fomortiis**

In the year 3, the Five Heroes trapped the Demon King's soul using the Sacred Stones. The stone of Grado (also known as the Fire Emblem) holds the soul of Fomortiis. Eight-hundred years later in year 803, Vigarde, the Emperor of Grado, dies and his son Lyon then tries to bring him back to life using the power of the Sacred Stones. Lyon succeeds, but in the process gets possessed by Fomortiis (Eirika's route) or has his darkest emotions and thoughts strengthened by the Demon King (Ephraim's route).

Regardless of the route the player picks, after Lyon's death, Formortiis manages to resurrect himself. He fights Ephraim, Eirika and their allies, but is unable to withstand their assault. Defeated, the two seal his soul in Sacred Stone of Rausten before they destroy his body, to ensure that he will never be resurrected again.

### **Unique Interactions**

Optional: Copypaste any greetings, defeat, etc. given to fellow FE Civs.

## **Music**

Incapable of making peace; this civ does not even have a placeholder song.

War - Fire Emblem 8: Lights in the Dark [Remastered]

## **Mod Support**

Link to all compatible mods this civ supports. Commonly used mods have been included, but be sure to delete any that the civ in question isn't actually compatible with and add any that aren't covered.

* Fire Emblem Leader Affinities -  Dark
* Fire Emblem True Start Location - Magvel
* Weapon Triangle - YourUU becomes a YourWeapon
* OST - [placeholder YourOST]

## **Screenshots**

You are not limited to the sample slots used in the below gallery; feel free to add more pics as desired.

**PlaceholderSample's Dawn of Man ImagePlaceholderSample on the "Set-Up Game" screen.PlaceholderSample's Leader ScenePlaceholderSample In-Game along with their Unique Units.**
## **Trivia**

* Because he is permanently at war with the world, Fomortiis's personality values are minmaxed appropriately. Many behaviors, such as his maxed Denounce value, are impossible to witness as one would have to hack him into making peace to have any effect.

## **Credits**

All users that helped in the creation of this mod

* ??? - Author
* ??? - lua
* etc.