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dom6-agartha-la

LA Agartha, Ktonian Dead


Lore


"Agartha is inspired by fantasy TTRPG's in general, and an Earth Dawn setting of my brother's imagination, ripe with mummified ancestors entombed in ancient cavern halls, in particular. Old ideas of a race of pale, cave-dwelling humanoids from my ideas of the game “Shepherds of Creation” completed the conglomerate. Think of opulent halls adorned with riches of the deeper earth in which reside ancient bloated oracles with pallid skins ruling their kin with increasing desperation; desperation because their proud race is dying. Agartha is perhaps the most tragic of the nations in Dominions. Surviving oracles cling to memories of a glorious past unable to stop the unavoidable disappearance of their ancient race. I wanted a sense of loss to permeate the nation." Illwinter, in 'The Origins of Nations' section of the Dominions 6 Manual


In dark caverns under the Roots of the Earth a strange kind of one-eyed humanoids once evolved. Untouched by the sun, they became known to humans as the Pale Ones. When humans first met these pale giants, it was in war. With the destruction of the false god of the Pale Ones, an ancient Seal was broken and vast powers of destruction were released. The Pale Ones were almost wiped out of existence and humans could move down into the caverns of Agartha. Here they found fabulous riches and ancient secrets. The humans replaced the Pale Ones and now all Agarthans are pale-skinned humans with large eyes. Everything left by the Ancients became subject to worship in Agartha. At first, statues of the Ancients were adored and animated by the Golem Crafters, but most of the statues were destroyed during the great war and new forms of worship have evolved. The mummified remains of the now-extinct Pale Ones are worshiped and reanimated by necromancer-priests. While the mummies of Pale Ones are sacred, the human dead are not treated with the same respect. Used for menial tasks and warfare, the dead of Agartha now walk side by side with the living. –National Description of LA Agartha in the nation selection screen, copy pasted from Dominions6.exe


National Features


Nationwide Effects:

  • Agartha has a Cave Start.
  • Extra gold and resources in cave forts? TODO
  • Additional Entrance Guard PD in Cave Provinces.


Scales & Blesses:

  • Productivity Limit +1
  • Death Limit +1


Capital Sites:

Tombs of the Oracles Tombs of the Oracles
- Produces 2deathgem per month.
- Enables recruitment of Ktonian Necromancer
Mines of the Pale Ones Mines of the Pale Ones
- Produces 75 resources (mine)
- Produces 1firegem1earthgem per month.


Infrastructure:

  • Standard Fortifications for LA (aka: can build Palisades and upgrade up to Citadels).


Starting Army

Starting Army:


Province Defense

Province Defense:


Siege Defense

Siege Defense:



National Units


Recruitable

Commanders:

Recruitable Commanders:

Troops:

Recruitable Troops


Summoned

TODO


Heroes


Repeatable:
None.

Unique:
Idle Sprite Unit Card Magic Paths Only Arrive After X Turns? Notable Comments
Eckhart von Kohlbrunn - Master of Alchemical Secrets fire 22water 22earth 22astral 11death 11holy 11 No. TODO

More details on hero arrival mechanics can be found on this page: Heroes


National Magic


Highest Unaided Magic Access

With Recruitables: TODO
With National Summons: TODO

Spells

TODO

Items

Items:
Sprite Item Card Construction Level Paths Needed Cost
Mercury Barrel 7 water 11earth 11 5watergem5earthgem



Important Notes for Playing


Dusk Elder Access: Although MA Ermor starts with a D2 Spectator, to access their Dusk Elders (and thereby any magic paths outside of Death or independents), they need a D3 to cast Revive Dusk Elder. This can be achieved through building a pretender with at least D3, or by the use of path boosting items, notably the earliest Death Booster is the Construction 4 Skull Staff.


Strategy


Expansion Strategies

If you can know some example expansion strategies unique or uniquely affected by the nation here, please get access and add them or contact someone with access to explain the strategy and/or tip!

Cave Knights

Cave Knights can be used to make effective expansion parties, attritioning rarely and allowing LA Agartha to make many more expansion parties due to being relatively resource light.


As always, there are some more general expansion strategies available on this page: General Expansion Notes

Example Pretender Builds

If you want to add your own build here, get an account and it'll be more than welcome! Try to use a format to keep authorship clear and pretender design rationale visible.


Community Guides and Videos

dom6-agartha-la.txt · Last modified: 2024/02/18 06:30 by jonarbuckle