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dom6:andramania-la

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LA Andramania, Dog Republic

Lore

Andramania is a republic of Calystrii, civilized and culturally advanced Cynocephalians. The Cynocephalian clans of Gog and Magog once served Magnificent Ind and their barking hordes were released upon the enemies of the Prester King. But when the Khans of T’ien Ch’i defeated the sacred armies of Ind and killed the Prester King himself, the dominion of Ind was broken and all subservient tribes and kingdoms found themselves free from the yoke of the Magnificent Kingdom. The Cynocephalians had become increasingly more civilized under the benevolent rule of the Prester King and when Ind fell cynocephalian magistrates replaced the viceroys of Ind and united the cynocephalian tribes in a nation of virtue far beyond that of the kingdoms of men. They called themselves Calystrii and promised never to fall back into the barbarism and gruesome practices of old. Now most Calystrii regard men with disdain as the inferior beings they are.

"Ind is heavily influenced by the kingdom of Prester John, a medieval idea of a hidden christian kingdom surrounded by heathen tribes. The idea of the hidden kingdom survived until the seventeenth century. As more and more of the world became known to the Europeans the kingdom was moved to new unexplored regions. The first sources placed the kingdom in the orient. Later on it was conceived as an Ethiopian kingdom.

For inspiration on Ind I have used the first and most fantastic medieval accounts of the marvelous kingdom, with streets of gold and dining tables of emerald. I wanted to be true to the over the top accounts of the virtue of the kingdom and its inhabitants. In the descriptions of Ind's units I have paraphrased several accounts of their outstanding virtue, like everyone being a priest and every noble being a king. I have also used accounts of cannibals and other strange tribes subservient to Prester John. Ind is probably the dominions nation least influenced by my own ideas. The only addition to the nation that can't be found in the medieval accounts of the kingdom are the dog headed cynocephalians. These are also found in medieval accounts and they are placed in the orient. Combined with judaeo-christian ideas of Gog and Magog they were added to Ind as the worst of the cannibals serving the Prester King.

Andramania draws additional inspiration from medieval myths on the cynocephalians. While most sources portray them as wild brutes, there are some representations where they appear civilized and peaceful. After some reimagining Andramania became a nation of cynocephalians trying to overcome their barbaric legacy."
-Illwinter

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
astral 33 (Rare 4)
blood 33
fire 22 (Rare 3)
earth 22 (Rare 3)
death 22
nature 22
water 11 (Rare 2)
holy 33
Hero
fire 11water 11earth 11astral 33nature 11holy 44
holy 44
Summons
astral 44 or fire 44 or air 44 or earth 44
(req. astral 77fire 33)
nature 33holy 33
(req. astral 44nature 11)
fire 33earth 22astral 44blood 55holy 44
astral 44nature 44blood 44holy 33
air 44astral 44blood 44holy 33
fire 44astral 44blood 44holy 33
astral 55blood 44holy 33
earth 44astral 44blood 44holy 33
(req. blood 88)
Cynocephalians
Skilled and disciplined infantry and crossbowmen.
Conscription
Reduces Unrest Standard Fort

Capitol Gems: 1firegem1watergem1earthgem2astralpearl

National Special Features

Odrder Limit + 1
Prefers Heat Scale + 1

National Units

: Darkvision (50%), Gluttony (3), Animal

Commanders

Sprite Unit Name Special Attributes Comments
Calystri scout
55
4
1

Stealthy (50)
Wasteland Survival
Mountain Survival
Forest Survival
Commentary here.
Calystri Commander
115
29
1
Commentary here.
Calystri General
175
29
1
Commentary here.
Clystri Presbyter
90
1
1
holy 11
Sacred
Commentary here.
Apprentice Magus
110
2
2
nature 11rp 99random1100%
Supply Bonus (10)
Commentary here.
Calystri Magus
275
2
2
fire 11astral 11nature 22random1100%
10%
rp 1515
Supply Bonus (20)
Commentary here.
Bishop Magistrate
100
1
2
Sacred
Defence Organizer (2)
Reduces Unrest (1 per month)
Tax Collector
Commentary here.
Serene Master
260
31
2
Capital Only
holy 11
Commentary here.
Presbyter Magistrate
145
11
2
Capital Only
holy 22
Sacred
Defence Organizer (2)
Reduces Unrest (1 per month)
Tax Collector
Commentary here.
Magistrate Magus
370
2
2
Capital Only
fire 22earth 11astral 11random1100%
10%
rp 1515
Sacred
Tax Collector
Commentary here.
Calystri Senator
465
2
4
Capital Only
fire 22earth 11astral 11nature 22holy 22random1100%
10%
rp 1919
Sacred
Supply Bonus (20)
Commentary here.
Howler Champion
95
7
2
non fort recruit only

Chaos Recruitment (5)
Animal Awe (+1)
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Calystri Mititia
20
3
_
Commentary here.
Calystri City Guard
25
11
_

Castle Defence Bonus (1)
Patrol Bonus (1)
Commentary here.
Calystri Crossbowman
25
31
_
Commentary here.
Calystri Footman
25
12
_

Formation Fighter (2)
Commentary here.
Calystri Pikeneer
25
27
_

Formation Fighter (2)
Commentary here.
Calystri Man at Arms
30
31
_
animal
Darkvision (50%)
Commentary here.
Calystri Senatorial Guard
35
30
_

Bodyguard (2)
Formation Fighter (2)
Commentary here.
Serene One
35
31
_
Capital Only
Sacred
animal
Darkvision (50%)
Commentary here.
Howler
40
7
_
non-fort recrute

Berserker (2)
Pillager (2)
Causes Unrest (4 per month)
Undisciplined
Animal
Wasteland Survival
Mountain Survival
Commentary here.

National Spells and Item

Summons

Lord Over Heathen Tribes

The Lord Over Heathens ability allows a commander to use the Mobilize Heathens order. Only one type of heathen will be mobilized per use of the ability. Terrain specific units are more elite, and on average only half as many of their warriors will answer the call.

This ability isn't without downsides: every time it's used, 8 people will be removed from the province. Every heathen conscripted will remove an additional 2 people as well as immediately increase the Unrest of the province by 1.2 points (and each unit has Causes Unrest (.2 or .3)). Like other gather slave commands, you can no longer Mobilize Heathens at 100 unrest. If heathens are gathered in a Fortified province, the amount recruited will be reduced by the fort's admin percentage.

If the player has Thetis' Blessing up, you can gather heathens underwater as well - Seas and Deep Seas are considered Plains, Kelp Forests are considered Forests, while Gorges count as Highlands.

Freespawn

: Pillager (2), Causes Unrest (.2 per month), Undisciplined, Wasteland Survival

Summon Action Unit Special Attributes Comments
Mobilize Heathens
from Lord Over Heathens

Azenach Archer

Mountain Survival
Forest Survival
Commentary here.

Cannibal Warrior

Berserker (2)
Mountain Survival
Commentary here.
in Mountains or Highlands
Agrimandri Warrior

Mountain Survival
Commentary here.
in Forests
Fommepori Warrior

Ambidextrous (2)
Berserker (3)
Mountain Survival
Commentary here.
in Mountain AND Plains together
Vintefolei Horseman

Skilled Rider (2)
Commentary here.

Steppe Horse
Animal
Ritual
Summon Spell Unit Special Attributes Comments
Call Cyclops Tribe
(Conjuration 3)
earth 22 and 9earthgem

Cyclops x 5+[1/2 lvl]
Eyes (1)
Supply Size (1)
Undisciplined
Commentary here.
Herd of Elephants
(Conjuration 3)
nature 22 and 20naturegem

Elephant x 5+[1/2 lvl]
Animal
Trample
Commentary here.
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion x 15+
Darkvision (50%)
Undisciplined
Animal
Commentary here.
Ambush of Tigers
(Conjuration 3)
nature 22 and 9naturegem

Tiger x 15+
Darkvision (50%)
Undisciplined
Animal
Forest Survival
Commentary here.
Herd of Buffaloes
(Conjuration 3)
nature 22 and 8naturegem

Buffalo x 5+[1/2 lvl]
Berserker (2)
Animal
Trample
Commentary here.
Call Malakh
(Conjuration 4)
astral 22 and 9astralpearl

Malakh
holy 11
Sacred
Fire Resistance (5)
Shock Resistance (5)
Stealthy (60)
Awe (4)
Invulnerability (15)
Magic Being
Flying
Need Not Eat
Spirit Sight
Commentary here.
Call the Birds of Splendor
(Conjuration 6)
fire 22nature 11 and 7firegem

Yllerion x 2
Fire Resistance (25)
Shock Resistance (15)
Fire Shield (8)
Awe (5)
Siege Bonus (10)
Patrol Bonus (25)
Animal
Flying
Unique
Summons in Battle (Random Bird x 3d6)
Commentary here.
Call Hashmal
(Conjuration 6)
fire 11astral 33 and 21astralpearl

Hashmal
holy 22
Sacred
Fire Resistance (25)
Shock Resistance (5)
Fire Shield (10)
Awe (5)
Invulnerability (20)
Magic Being
Ethereal
Flying
Need Not Eat
Inquisitor
Spirit Sight
Commentary here.
Call Arel
(Conjuration 7)
astral 44nature 11 and 39astralpearl

Arel
nature 33holy 33rp 1111
Sacred
Fire Resistance (5)
Poison Resistance (20)
Shock Resistance (5)
Healer (3)
Awe (6)
Invulnerability (15)
Supply Bonus (30)
Magic Being
Flying
Need Not Eat
Spirit Sight
Female
Commentary here.
Call Ophan
(Conjuration 8)
fire 22astral 55 and 49astralpearl

Ophan
holy 33
Sacred
Fire Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Fire Shield (11)
Awe (6)
Patrol Bonus (50)
Eyes (12)
Magic Being
Ethereal
Inanimate
Ethereal
Flying
Trample
Need Not Eat
Spirit Sight
Commmentary here.
Call Merkavah
(Conjuration 9)
fire 33astral 77 and 222astralpearl

Chayot
-2-2-2astral 44holy 44rp 11
fire 44-2-2-2holy 44rp 11
-2air 44-2-2holy 44rp 11
-2-2earth 44-2holy 44rp 11
Sacred
Fire Resistance (22)
Poison Resistance (15)
Shock Resistance (22)
Fire Shield (17)
Awe (7)
Invulnerability (30)
Spreads Dominion (1)
Magic Being
Flying
Counts as Sun
Need Not Eat
Eyeloss on Attackers
Spirit Sight
No Wish
Summons in Battle (Ophan x 4)
Shapechanger (→ ChayotChayotChayotThis)
The "-2" in the magic paths means two boosters are needed just to reach zero.
Commmentary here.
Release Lord of Civilization
(Blood 9)
blood 88 and 177bloodslave

- Azazel - Grigori
- Semyaza - Grigori
- Ezekiel - Grigori
- Shamshiel - Grigori
- Kokabel - Grigori
- Arakiel - Grigori
Magic Paths Vary
Common Attributes:
Sacred
Resist (15 to 22)
Stealthy (60)
Fear (15)
Invulnerability (30 to 35)
Damage Reversal (14 vs MR)
Corruptor (Morale vs. 13 to 15)
Magic Being Flying Need Not Eat Demon Spirit Sight No Wish
Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/andramania-la.1714057358.txt.gz · Last modified: 2024/04/25 15:02 by joste