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:
Infrastructure:
Standard
Fortifications for LA (aka: can build Palisades and upgrade up to Citadels).
Starting Army
Province Defense
Siege Defense
National Units
Recruitable
Commanders:
Recruitable Commanders:
Overview
Agarthan Scout
Near identical to a indie scout, they have slight differences like 50% darkvision for flavor reasons. Scouts are very important to know what is coming and where, as well as being able to know which provinces are whose and who has captured but not claimed which thrones. Nonetheless, a player can usually recruit enough independent province scots that using fort turns for them is unnecessary.
Overview
Cave Captain
A leader with 100 normal leadership and "+1 squad morale for up to three squads", meaning it can also use line formations.
Overview
Gate Lord
Two commander points for a mild leadership bonus; 150 normal leadership with "+2 squad morale for up to four squads", and otherwise functionally the same as the much cheaper Cave Captain. Also has a siege defense of 5.6, though on a commander it is unlikely to make much of a difference in a siege.
Overview
Blindlord
Sacred, and therefore needs a Temple to be recruited. A leader with 100 normal leadership, 50 magic leadership, and "+1 squad morale for up to three squads", meaning it can also use line formations. This is the only LA Agartha commander that can lead Magic Beings like Blindfighters in line formation, at least without the use of items.
Overview
Cave Lord
Two commander points, and quite similar to a Gate Lord in that it has 150 normal leadership and "+2 squad morale for up to four squads". Has the lowest map movement of all Agarthan Commanders.
Detailed Analysis
Notably the Cave Drake mount which boasts ironskin-level natural prot can be equipped with a Barding item. While very amusing, this is incredibly expensive and does not boost survivability too much given the high encumbrance and very low kills per turn: enemies will survive and will roll enough high roll dice to kill both rider and mount.
Overview
Attendant of the Dead
TODO
Overview
Servant of the Oracles
TODO
Overview
Ktonian Reanimator
TODO
Overview
Ktonian Alchemist
TODO
Overview
Ktonian Necromancer
TODO
Troops:
Recruitable Troops
Overview
Agarthan Light Crossbowman
Wields an Agarthan Steel Crossbow, identical to a regular Crossbow but with a very notable two more base damage.
Overview
Agarthan Crossbowman
Largely redundant given it costs almost twice the resources compared to a Light Crossbowman for heavier armor and a much better head armor. Theoretically useful for some situations, but when resource capped having twice as many Light Crossbowmen is almost always better.
Overview
Agarthan Heavy Crossbowman
Even heavier armor and inflated resource cost to match, as compared to the other Agarthan Crossbowman types.
Overview
Agarthan Light Infantry
One of three very similar infantry units, Light Infantry do not have Kite Shields
Overview
Agarthan Infantry
Virtually identical to one of the lighter indie Heavy Infantries, but has 50% Darkvision and a Short Sword instead of a Broad Sword, as well as a Kite Shield.
Overview
Agarthan Heavy Infantry
Virtually identical to indie Heavy Infantry, but has 50% Darkvision and a Short Sword and Kite Shield instead of a Broad Sword and Shield.
Overview
Entrance Guard
Very expensive, Entrance Guards have 21 prot and Kite Shields, as well as 14 hp and 11/12 attack/defense skill. They also have a Castle Defense bonus. Overall by far the best non-sacred infantry Agartha has in terms of stats, and also likely among the worst for cost efficiency.
Overview
Blindfighter
Sacred, and available from any fort that has a temple. TODO
Overview
Agarthan Sapper
Very expensive, but has a very good siege bonus. Their Cave Fire Bottle weapons deal AoE AP magic and fire damage, but their price and very low damage for a single use are very hard to justify. Similarly, they also have the highest damage melee weapon that Agartha has access to, but 6 attack skill is astoundingly low, and very low prot makes even theoretical strategies with Earth Meld support very risky.
Overview
Cave Knight
A tough to kill unit that is very expensive, Cave Knights can be used to in small armies to great effect: The rlatively high defense rider and notoriously tough Cave Drake can be used in Sparse Line formation to take a quite a few attacks before dying.
Detailed Analysis
One of the slowest units on LA Agartha's roster, they have the same 7 combat speed that the unmounted Agarthan Heavy Infantry have.
Rider
Cave Knight
The rider is not particularly special, mostly relying the +3 defense bonus from being mounted plus a high parry value (with a 19 prot shield) plus 18 prot armor to survive damage, as well as having a mount to absorb some attacks. The Cave Knight is the only Agarthan unit to use a Broadsword, and so the rider always swings for 17 Slashing damage.
Mount
Cave Knight
The Cave Drake mount is remarkably tough, boasting 22 prot and 58 hp, making it quite difficult to kill. It suffers from having abysmal stats, both attack and defense, as well as being Cold Blooded and therefore having high encumbrance. Their 22 damage Bite has only 8 attack skill and while quite impressive only hits rarely.
Summoned
Heroes
National Magic
Highest Unaided Magic Access
With Recruitables:
TODO
With National Summons:
TODO
Spells
Items
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.
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