Table of Contents
EA Agartha, Pale Ones
Lore
In dark caverns under the Roots of the Earth a strange kind of one-eyed humanoids has evolved. Untouched by the sun, they have become known to humans as the Pale Ones. The Pale Ones are gifted with perfect darkvision and gills and inhabit underwater rivers and lakes as well as cavernous halls. Pale Ones never stop growing and ancient ones can grow to huge proportions. The wisest of the Ancient Ones are known as the Oracles, priest-mages of great power. The Oracles are gathered in a great, cavernous hall where they divine the fate of the Pale Ones.
"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
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 |
|---|---|---|---|---|
| | Hero | Light infantry Medium infantry Wet Ones Huge and Sacred Ancient Ones | Eyes (1) | Extra gold and resources in |
Capitol Gems: **1
1
3
1
**Bless Points + 2
Halls of the Oracles: An earth mage may enter this site in the capitol to scry (range 6).
The Pale Ones are peculiar beings, coming in Size 4 and Size 6; the latter are known as Ancient Ones. Born in the caverns, Pale Ones are
Cold-Blooded and
Amphibious, and they're excellent at digging through walls. They also have
100% Darkvision and
eat rocks. The average Size-4 Pale One has 18 HP, 2 Natural Protection, 12 Strength, 12 Magic Resistance, and combat performance on-par with humans missing an eye: 8 Attack Skill, 8 Defence Skill, and 7 Precision. Mobility-wise, Pale Ones have only 12 Map Movement and 10 Combat Speed naked, though some are faster when swimming.
The average Ancient One has the same Attack Skill, Defence Skill, and Precision as the average Pale One. Being Size 6 gives them 40 HP, 3 Natural Protection, 18 Strength, 12 Morale, and 13 Magic Resistance, but it also gives them 4 Encumbrance. They also have 16 Map Movement and 14 Combat Speed naked, and all of them are
Sacred.
National Units
Commanders
:
Darkvision 100%,
Cold-Blooded,
Amphibious,
Need Not Eat, Eyes (1)
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Pale One Scout | | Commentary here. |
| Pale One Commander | | Commentary here. |
| Troglodyte Lord 90 | | Commentary here. |
| Ancient Lord | | Commentary here. |
| Engraver | | Commentary here. |
| Earth Reader | | Commentary here. |
| Olm Sage 245 | | Commentary here. |
| Oracle of Subterranean Waters | 10% Female Lich Shape: Lich Oracle | Commentary here. |
| Oracle of Subterranean Fires | 10% Lich Shape: Lich Oracle | Commentary here. |
| Oracle of the Dead | 10% Lich Shape: Lich Oracle | Commentary here. |
| Wet One Captain Wet One Captain | | Commentary here. |
Troops
:
Darkvision 100%,
Cold Blooded,
Amphibious,
Need Not Eat, Eyes (1)
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Pale One Militia 6 | | Commentary here. |
| Pale One Warrior 9 | | Commentary here. |
| Pale One Warrior 9 | | Commentary here. |
| Pale One 9 | | Commentary here. |
![]() | Wet One (land version) Wet One (sea version) 9 | | Commentary here. |
| Cavern Guard 12 | | Commentary here. |
| Troglodyte 50 | | Commentary here. |
| Ancient One 40 | | Commentary here. |
| Ancient Stone Hurler 40 | | Commentary here. |
| Ancient Stone Hurler 40 | | Commentary here. |
| Seal Guard 45 | | Commentary here. |
| Great Olm 50 | | Commentary here. |
| Wet One (Land version) Wet One (Sea version) 9 | | Commentary here. |
![]() | Ancient Wet One (Land version) Ancient Wet One (Sea version) 35 | | Commentary here. |
Heroes
:
Sacred,
Darkvision 100%,
Cold Blooded,
Amphibious,
Need Not Eat, Eyes (1)
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Deepthought - Ancient Olm | | Commentary here. |
| Emberstream - Olm Spawn Multi-hero | | Commentary here. |
| Moss Agate - Member of the Closed Council Earliest Arrival Turn (10) | Female Twiceborn: Wight Oracle | Commentary here. |
| Lapis - Member of the Closed Council Earliest Arrival Turn (10) | Female Twiceborn: Wight Oracle | Commentary here. |
| Obsidian Eye - Member of the Closed Council Earliest Arrival Turn (10) | Twiceborn: Wight Oracle | Commentary here. |
| Ogon - Earth-Blooded Earliest Arrival Turn (20) | Twiceborn: Wight Oracle | Commentary here. |
National Spells
Summons
Ritual
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Rhuax Pact // (Conjuration 3) // at | Magma Child x 3 | | Commentary here. |
| Revive Cavern Wights // (Conjuration 3) // | Cavern Wight x 5 | Eyes (1) | Commentary here. |
| Barathrus Pact // (Conjuration 3) // at | Earth Elemental x 2 | Reconstruction (8%) | Commentary here. |
| Bind Penumbral // (Conjuration 3) // | Penumbral | | Commentary here. |
| Bind Umbral // (Conjuration 5) // | Umbral | | Commentary here. |
| Living Mercury // (Enchantment 5) // | Living Mercury | | Commentary here. |
| Unleash Imprisoned Ones // (Alteration 8) // in | God Vessel: | Pathboost (-1 All) Defector (25%) No Wish No Hall of Fame | Commentary here. |
God Vessel | Independent Move (25) | Commentary here. | |
God Vessel | Independent Move (50) Female | Commentary here. | |
God Vessel | 400% Eyes (3) Independent Move (100) | Commentary here. |
Other Spells
Combat
- Liquid Flames of Rhuax (Evocation 5)
3
1
Commentary here.
Ritual
- Mirror of Earth's Memories (Thaumaturgy 4)
2
2 and 5
in the
Capitol
Commentary here.
Magic Access
See Magic Access. These guides supplement the summaries at the top.
The Oracles provide expensive but simple access to
4. One out of every two will have it.
Unleash Imprisoned Ones can greatly expand magic access, but the God Vessels released have major negatives.
Fire
2 Oracle of the Subterranean Fires (~1 in 2), is where to start. (
3 has a 1 in 40 chance.) Without a good way to forge a Skull of Fire, empowerment will often be necessary.
Air
No native access. No simple summons.
Water
Despite starting with a low
2, an Olm Sage or Oracle of Subterranean Waters (~1 in 2), can climb
Water easily. Remember, The Orb of Atlantis at
4
1 may be worth a shot.
Deepthought - Ancient Olm hero has
3.
Earth
A lack of good crosspaths means that, even though EA Agartha is likely to have many
4 mages, getting past
5 will be difficult. Grabbing the unique Orb of Elemental Earth at
4 can get you to
6.
Moss Agate - Member of the Closed Council can create the unique The Tome of Gaia. Ogon - Earth-Blooded has
5.
Astral
No native access.
3
1 (Oracle of the Dead) gets Hidden in Sand or Hidden in Wasteland, which both have a 3 in 4 chance of at least
1.
3 can cast Summon Spectre, which has a 7 in 16 chance of at least
1.
Death
2 Oracle of the Dead (~1 in 2) can start the climb up
Death. Hidden Underneath with its 50% chance of a
3, is also an option.
Oracle of the Subterranean Fires can forge The Copper Arm, (
3
3 can forge The Silver Arms), which is helpful for holding multiple
Death boosters.
Obsidian Eye - Member of the Closed Council has
3.
Nature
No native access except for Moss Agate - Member of the Closed Council. No simple summons. Moss Agate can Summon Naiad, which gives
3, a small jump up the path.
Glamour
No native access.
3 can cast Summon Spectre, which has a 7 in 16 chance of at least
1.
Blood
No native access. No simple summons.
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
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Weaknesses
What are the nation's weaknesses?
See More
Add links to guides or other overviews for this nation here.


gold and
resources in


