I've been trying turmoil 1 and luck 1 with great effect. Besides nice events luck also gives you better creatures when crossbreeding, something Witch Kings can do.
Some turmoil seems thematically suited for this nation as it is composed of two (or more?) different tribes: the "Man Flayers" and the "Amazons". Also, the description for turmoil states that a land of turmoil is a "dangerous but interesting place to visit". This seems to fit Sauromatia when you think about the swamps, warrior women and cannibalizing Man Flayers.
Lots of magic in the air also seems right so I go with magic 3; a nice boost to the cheap researchers.
Sauromatia is a fertile land blessed with rivers, dense swamps and lush valleys. So I take growth 3.
My current pretender:
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Imprisoned Oracle
Dominion 8
For all those blessables!
Magic: S9
For twist fate, crazy with Oiorpatas and Androphags.
Scales:
Turmoil 1
Production 3
The Sauromatians are a crafty warlike folk who like hard work.
Growth 3
Inspired by the Dawn of Dominions map; also needed to get past the negative gold with turmoil.
Luck 1
Crossbreeding and nice heroes.
Magic 3
Very nice boost to the Enaries research and skelly spam (mostly for defense, goes well with their map move of 1).
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And there you have it.
I will soon see if it is any good in the long run.