Table of Contents

MA Pelagia, Triton Kings

Lore

Pelagia was the first kingdom to form in the deeps. It is a nation of Tritons, humanoid beings with fin-like legs. Ruled by powerful Triton priest-kings, it dominated much of the seas. After the devastating event that shattered the ocean depths, Pelagia quickly recovered. R'lyeh was destroyed and reformed under a strange race and Atlantis lost much of its former power when their basalt cities toppled and their kings were buried under broken pillars. Pelagia on the other hand was never dependent on the deeper seas and the Fallen Star did not touch their home. The Triton kingdom survived and evolved. The Triton Kings of earlier times lost much of their priestly authority. Respected, but not worshiped like divine beings, they turned themselves from their lesser kin. Now they rule in name only, looking inwards and trying to master the secrets of the seas. The tribal divisions of the kingdom have lessened over time and the Shark Tribe and the Turtle Tribe are now part of the greater Pelagian culture. The mermen and their coastal traders have found other partners since the destruction of Berytos, but they are still an important part of the Pelagian economy, and they have brought bronze to the deeps. Now Pelagian soldiers have abandoned the crude armor of earlier times and fight in armor of gleaming bronze. The earlier contact with Berytos and Therodos has kindled an interest in Telkhine secrets and lore. With the final rest of Therodos the secrets of the Telkhines have become available to the Pelagian sages.

"Oceania and Pelagia are nations inspired by medieval bestiaries abundant with creatures of the sea corresponding to beings living on land. As most of these creatures are half-men and fish-beasts, Oceania as a nation became quite similar to Pangaea. The development of the Triton Kings incorporated modern concepts and imagery of mermen, and in Dominions 4, Pelagia was made a nation of its own, less Pangaean in style. Knights armed in mother-of-pearl armor, Triton Kings on hippocampoii-drawn sea- shell chariots, and golden tridents are all part of the Pelagia setting.

With the release of the Dominions 4 UW-patch the backstory of Pelagia was developed. It became intermingled with Berytos and my first ideas on later developments for the nation emerged. I prefer if nations are primarily culturally defined, and secondarily racially defined. Pelagia always felt more like a race thing and less like a kingdom with its own cultural setting. The changes in the patch was a step in this direction…" -Illwinter

General Overview

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

National Features

AQUATIC

 Magic Access    Alt. Access    Unit Summary    Core Abilities    Buildings  
water 44 (Rare 5)
air 22 (Rare 3)
earth 22
astral 22 (Rare 3)
nature 22 (Rare 3)
fire 11
holy 22  
water 22nature 33holy 22random1100%
10%

(req. nature 33water 11)
air 11water 11earth 22random1100%
10%

(req. air 11earth 33  
Aquatic Tritons
Amphibious Mermen
Light and Heavy Infantry
Sacred Aquatic Knights  
Aquatic
Amphibious
Land Shape
Pearl Cultivator 
Standard Forts

Capitol Gems: 4watergem1naturegem

Order Limit + 1
Productivity Limit + 1

National Units

When Merman shift to land form, they switch Amphibious with Poor Amphibian. It has no practical effect.

Commanders

Sprite Unit Name Special Attributes Comments
  Merman Scout
35
4
1  
Stealthy (50)
Amphibious
Land Shape (Merman Scout)  
Commentary here.  
  Wave Lord
55
21
1  
Amphibious
Land Shape (Wave Lord)  
Commentary here.  
  Pelagian Captain
55
26
1  
Aquatic   Commentary here.  
  Amber Clan Noble
110
36
1  
Aquatic   Commentary here.  
  Merman Priest
65
1
1
Coastal Fort Recruit  
holy 11
Sacred
Amphibious
Land Shape (Merman Priest)  
Commentary here.  
  Amber Clan Priest
90
2
1  
holy 11
Sacred
Aquatic  
Commentary here.  
  Pearl Clan Priest
115
2
2  
holy 22
Sacred
Aquatic  
Commentary here.  
  Pelagian Mermage
135
1
2  
water 11random1100%rp 99
Amphibious
Land Shape (Pelagian Mermage)  
Commentary here.  
  Pelagian Mystic
180
3
4  
air 11water 11earth 11random1100%rp 1515
Amphibious
Land Shape (Pelagian Mystic)  
Commentary here.  
  Pearl Mage
245
1
2  
water 22astral 11random1100%rp 1313
Pearl Cultivator (3)
Aquatic  
Commentary here.  
  Amber Clan Mage
255
1
2
Coastal Fort Recruit  
fire 11water 22random1100%rp 1313
Aquatic  
Commentary here.  
  Triton Prince
260
54
2
Capital Only  
Sacred
Skilled Rider (3)
Aquatic
Recuperation  
Commentary here.  
  Armored Sacred Hippocampus   Sacred
Smart Mount (100)
Animal
Aquatic
Recuperation  
Commentary here.  
  Conqueror of the Closed Realm
185
32
2
Capital Only  
holy 11random1100%rp 77
Sacred
Amphibious
Land Shape (Conqueror of the Closed Realm)  
Commentary here.  
  Triton King
545
7
4  
Sacred
water 44random2100%
100%
10%
rp 1717
Cold Resistance (10)
Pearl Cultivator (4)
Aquatic
Dominion Monster Summoner (Hippocampus / 20)  
Commentary here.  
  Merman Commander
55
30
1
Coastal Fort Recruit Only  
Amphibious
Formation Fighter (2)
Land Shape (Merman Commander)  
Commentary here.  
  Daduchos
95
2
4
Temple Required
Coastal Fort Recruit Only  
fire 11random1100%rp 1111
Amphibious
Land Shape (Daduchos)  
Commentary here.  

Troops

Sprite  Unit Name Special Attributes Comments
  Pelagian Militia
8
2
5  
Aquatic   Commentary here.  
  Merman
10
3
9  
Amphibious
Land Shape (Merman)  
Commentary here.  
  Pelagian Soldier
10
21
9  
Aquatic   Commentary here.  
  Wave Warrior
13
20
16  
Amphibious
Land Shape (Wave Warrior)  
Commentary here.  
  Coral Clan Hoplite
13
27
16  
Formation Fighter (2)
Aquatic  
Commentary here.  
  Amber Clan Guard
14
35
18  
Aquatic   Commentary here.  
  Champion of the Closed Realm
23
30
27
Capital Only  
Sacred
Amphibious
Land Shape (Champion of the Closed Realm)  
Commentary here.  
  Knight of the Deeps
70
47
58
Capital Only  
Sacred
Skilled Rider (2)
Aquatic
Recuperation  
Commentary here.  
  Armored Sacred Hippocampus   Sacred
Smart Mount (100)
Animal
Aquatic
Recuperation  
Commentary here.  
  Merman Hoplite
13
29
16
Coastal Fort Recruit Only  
Amphibious
Formation Fighter (2)
Land Shape (Merman Hoplite)  
Commentary here.  
  Apostate of the Closed Realm
15
21
21
Temple Required
Coastal Fort Recruit Only  
Amphibious
Land Shape (Apostate of the Closed Realm)  
Commentary here.  

National Spells

Summons

Ritual

Summon Spell Unit Special Attributes Comments
Summon Hekateride
(Conjuration 5)
water 11nature 33 and 30naturegem  

Hekateride  
water 22nature 33holy 22random1100%
10%
rp 1717
Sacred
Poison Resistance (5)
Awe (6)
Inspirational (2)
Supply Bonus (60)
Reduces Unrest (3 per month)
Magic Being
Amphibious
Recuperation
Female  
Commentary here.  
Summon Daktyl
(Conjuration 6)
air 11earth 33 and 30earthgem  

Daktyl  
air 11water 11earth 22random1100%
10%
rp 1515
Sacred
Master Smith (1)
Magic Being
Amphibious  
Commentary here.  

Magic Access

General Access

The Elements

The Sorceries

The Rites

Crosspaths

Magic Boosting

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

An Amber Clan Mage, with fire 11water 33, if brought to fire 44water 44, can make a Staff of Elemental Mastery. The Fire boosters are difficult to get, though.

water 11nature 33, (a nature 22 Triton King (1 in 9) with a Nature booster), can Summon Hekateride, useful in a few situations.
air 11earth 33, (a earth 22 Pelagian Mystic (1 in 4) with an Earth booster), can Summon Daktyl, also useful in a few situations.

Fire

fire 11 Daduchos or Amber Clan Mage, neither have useful crosspaths.

Air

air 22 Triton King (1 in 9) or Pelagian Mystic (1 in 4). There are many MA Pelagia mages with air 11astral 11, who, with an Astral booster and an Air booster, can attempt the unique Tome of High Power.

Water

water 44 Triton King is the strongest Water mage available. There are multiple mages with water 22earth 11 who, with two Water boosters, can attempt the unique Orb of Atlantis.

A Hekateride with earth 11 (1 in 4) and two Water boosters can attempt the unique Orb of Atlantis. A Daktyl with the right boosters can also attempt the unique Orb of Atlantis. With enough Water boosters, which is doable, can cast Streams from Hades.

Earth

earth 22 Pelagian Mystic (1 in 4) is the strongest Earth mage available. The Air crosspath could potentially make a Staff of Elemental Mastery, but increasing that much in Air is difficult.

A Hekateride with earth 11 (1 in 4) and an Earth booster can attempt the unique The Tome of Gaia.

Tritons cannot wear Earth Boots because they have no feet. Mermen can only wear them when on land.

Astral

astral 22 Triton King or Pearl Mage (1 in 4). There are many MA Pelagia mages with air 11astral 11, who, with an Astral booster and an Air booster, can attempt the unique Tome of High Power. A Pelagian Mystic with astral 11, an Astral booster and an Earth booster, can make the Coin of Meteoritic Iron. Another Astral booster and it can cast Golem Construction. Potentially, MA Pelagian mages could attempt the uniques Atlas of Creation and The Forbidden Light. Increasing that many magic paths in those paths is difficult.

Death

No Recruitable Access As noted above, air 11earth 33 can summon a death 11 Daktyl (1 in 5). With an Earth booster it can cast Hidden Underneath.

Nature

nature 22 Triton King (1 in 9) can Contact Naiad. An astral 11nature 11 Triton King (2 in 9), with a Nature booster and a level of empowerment, can make a Moonvine Bracelet.

A Hekateride with earth 11 (1 in 4) and an Earth booster can attempt the unique The Tome of Gaia.

fire 11earth 33 can make The Copper Arm so a mage can hold an additional Nature booster.

Glamour

No National Access earth 44 can cast Troll King's Court for a glamour 11.

nature 33 can cast Forest Troll Tribe for a 1 in 4 chance of a glamour 11.

Blood

No National Access nature 55 can Awaken Treelord for a 1 in 3 chance of blood 11.

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?

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