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dom6:agartha-ea

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
earth 44 (Rare 5)
fire 22 (Rare 3)
water 22 (Rare 3)
death 22 (Rare 3)
holy 33
Hero
fire 22earth 55holy 33
water 33earth 33
water 11earth 44nature 22holy 33
earth 44death 33holy 33
Light infantry
Medium infantry
Wet Ones
Huge and Sacred Ancient Ones
Darkvision
Amphibious
Cold Blooded
Need Not Eat
Siege Bonus
Fortune Teller
Eyes (1)
Standard Forts
Extra Goldgold and Resourcesresources in cave forts.

Capitol Gems: 1firegem1watergem3earthgem1deathgem
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
30
6
1
Cave Recruit

Siege Bonus (2)
Stealthy (50)
Mountain Survival
Commentary here.
Pale One Commander
50
17
1
Cave Recruit

Siege Bonus (2)
Commentary here.
Troglodyte Lord
Gold 90
1
1
Darkvision 100%
Animal
Trample
Commentary here.
Ancient Lord
175
21
1
Sacred

Siege Bonus (5)
Inspirational (+1)
Commentary here.
Engraver
95
3
2
Cave Recruit
earth 11 9
Sacred

Siege Bonus (2)
Commentary here.
Earth Reader
260
1
2
earth 22holy 11random1100% 11
Sacred

Siege Bonus (2)
Fortune Teller (10%)
Commentary here.
Olm Sage
Gold 245
1
2
Capital Recruit
Drip Cave Recruit
water 22earth 11 11
Sacred
Cold Resistance (5)
Poison Resistance (15)
Fortune Teller(10%)
Blind Fighter (1)
Cold-Blooded
Amphibious
Need Not Eat
Spirit Sight
Blind
Commentary here.
Oracle of Subterranean Waters
515
1
4
Capital Only
water 11earth 33holy 33random1100%
10%
15
Sacred

Siege Bonus (5)
Fortune Teller (15%)
Female
Lich Shape: Lich Oracle
Commentary here.
Oracle of Subterranean Fires
515
1
4
Capital Only
fire 11earth 33holy 33random1100%
10%
15
Sacred

Siege Bonus(5)
Fortune Teller(15%)
Lich Shape: Lich Oracle
Commentary here.
Oracle of the Dead
515
1
4
Capital Only
earth 33death 11holy 33random1100%
10%
15
Sacred

Siege Bonus (5)
Fortune Teller (15%)
Spirit Sight
Lich Shape: Lich Oracle
Commentary here.

Wet One Captain
Wet One Captain
50
6
1
Underwater Fort

Siege Bonus (2)
Commentary here.

Troops

: Darkvision 100%, Cold Blooded, Amphibious, Need Not Eat, Eyes (1)

Sprite Unit Name Special Attributes Comments
Pale One Militia
Gold 6
2
12
Cave Recruit

Siege Bonus (2)
Commentary here.
Pale One Warrior
Gold 9
10
18
Cave Recruit

Siege Bonus (2)
Commentary here.
Pale One Warrior
Gold 9
10
18
Cave Recruit

Siege Bonus (2)
Commentary here.
Pale One
Gold 9
3
18
Cave Recruit

Siege Bonus (2)
Commentary here.

Wet One (land version)
Wet One (sea version)
Gold 9
1
18
Cave Recruit
Underwater Fort

Siege Bonus 2
Commentary here.
Cavern Guard
Gold 12
21
24
Cave Recruit

Siege Bonus (2)
Castle Defence Bonus (1)
Commentary here.
Troglodyte
Gold 50
1
50
Darkvision (100%)
Animal
Trample
Commentary here.
Ancient One
Gold 40
19
32
Sacred

Siege Bonus (5)
Commentary here.
Ancient Stone Hurler
Gold 40
1
32
Sacred

Siege Bonus (10)
Commentary here.
Ancient Stone Hurler
Gold 40
11
32
Sacred

Siege Bonus(10)
Commentary here.
Seal Guard
Gold 45
37
39
Capital Only
Sacred

Siege Bonus (5)
Commentary here.
Great Olm
Gold 50
1
21
Capital Recruit
Drip Cave Recruit
Sacred
Blind Fighter (1)
Cold Resistance (5)
Resist Poison (15)
Cold Blooded
Amphibious
Need Not Eat
Spirit Sight
Blind
Commentary here.

Wet One (Land version)
Wet One (Sea version)
Gold 9
5
18
Underwater Only

Siege Bonus (2)
Commentary here.

Ancient Wet One (Land version)
Ancient Wet One (Sea version)
Gold 35
7
32
Underwater only
Sacred

Siege Bonus (5)
Commentary here.

Heroes

: Sacred, Darkvision 100%, Cold Blooded, Amphibious, Need Not Eat, Eyes (1)

Sprite Unit Name Special Attributes Comments
Deepthought - Ancient Olm water 33earth 33 17
Sacred
Blind Fighter (1)
Resist Cold (10)
Resist Poison (15)
Fortune Teller (15%)
Amphibious
Need Not Eat
Spirit Sight
Blind
Commentary here.
Emberstream - Olm Spawn
Multi-hero
water 11earth 11holy 22random1100% 11

Resist Cold (5)
Resist Poison (15)
Commentary here.
Moss Agate - Member of the Closed Council
Earliest Arrival Turn (10)
water 11earth 44nature 22holy 33 19

Siege Bonus (5)
Fortune Teller (15%)
Supply Bonus (20)
Female
Twiceborn: Wight Oracle
Commentary here.
Lapis - Member of the Closed Council
Earliest Arrival Turn (10)
water 22earth 44death 22holy 33 21

Siege Bonus (5)
Fortune Teller (20%)
Horror Mark
Female
Twiceborn: Wight Oracle
Commentary here.
Obsidian Eye - Member of the Closed Council
Earliest Arrival Turn (10)
earth 44death 33holy 33 19

Siege Bonus (5)
Fortune Teller (20%)
Twiceborn: Wight Oracle
Commentary here.
Ogon - Earth-Blooded
Earliest Arrival Turn (20)
fire 22earth 55holy 33 19

Reinvigoration (4)
Fortune Teller (20%)
Twiceborn: Wight Oracle
Commentary here.

National Spells

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Rhuax Pact
(Conjuration 3)
fire 11earth 11 and 2firegem
At Capitol

Magma Child x 3
Resist Fire (25)
Resist Poison (15)
Heat Aura 3
Fire Shield (10)
Fire Power (1)
Magic Being
Need Not Eat
Spirit Sight
Commentary here.
Revive Cavern Wights
(Conjuration 3)
earth 11death 11 and 8deathgem

Cavern Wight x 5
Resist Cold (25)
Resist Poison (25)
Chill Aura 3
Undead
Amphibious
Need Not Eat
Spirit Sight
Eyes(1)
Commentary here.
Barathrus Pact
(Conjuration 3)
earth 22 and 3earthgem
At Capitol

Earth Elemental x 2
Resist Poison (25)
Blind Fighter (1) Reconstruction (8%)
Magic Being
Inanimate
Trample
Amphibious
Need Not Eat
Mindless
Stone Being
Spirit Sight
Shapechange Below HP (50) (Earth Elemental)
Commentary here.
Bind Penumbral
(Conjuration 3)
earth 11death 11 and 1deathgem

Penumbral
Resist Cold (15)
Resist Poison (25)
Stealthy (40)
Undead
Ethereal
Amphibious
Need Not Eat
Spirit Sight
Spiritform
Commentary here.
Bind Umbral
(Conjuration 5)
earth 11death 22 and 2deathgem

Umbral
Resist Cold (15)
Resist Poison (20)
Stealthy (40)
Undead
Ethereal
Amphibious
Need Not Eat
Spirit Sight
Spiritform
Commentary here.
Living Mercury
(Enchantment 5)
earth 11water 11 and 6watergem

Living Mercury
Resist Poison (25)
Poison Cloud (5)
Blind Fighter (1)
Affliction Resistance (99)
Slash Resistance
Blunt Resistance
Pierce Resistance
Magic Being
Inanimate
Amphibious
Need Not Eat
Mindless
Spirit Sight
Spiritform
Shapechange Below HP (105) (Living Mercury)
Commentary here.
Unleash Imprisoned Ones
(Alteration 8)
earth 66death 44 and 100earthgem
At Capitol

God Vessel

God Vessel

God Vessel
astral 44death 77random4400%rp 3535 /
astral 77death 44random4400%rp 3535 /
astral 44death 44random8800%rp 3737
Resist Cold (15)
Resist Poison (25)
Fear (18)/(15)/(15)
Pathboost -1 to All
Kills Population 500/1000/1500 per month
Independent Move: 25/50/100
Chance To Become Independent: 25%
Off Script Research Level: 7
Undead
Amphibious
Need Not Eat
Spirit Sight
Polymorph Immunity
No Hall Of Fame
Wounded Shape: Legion of Gods
Commentary here.

Other Spells

Combat

  • Liquid Flames of Rhuax (Evocation 5)
    fire 33earth 11
    Commentary here.

Ritual

  • Mirror of Earth's Memories (Thaumaturgy 4)
    water 22earth 22 and 5watergem 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 earth 44. 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

fire 22 Oracle of the Subterranean Fires (~1 in 2), is where to start. (fire 33 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 water 22, an Olm Sage or Oracle of Subterranean Waters (~1 in 2), can climb Water easily. Remember, The Orb of Atlantis at water 44earth 11 may be worth a shot.

Deepthought - Ancient Olm hero has water 33.

Earth

A lack of good crosspaths means that, even though EA Agartha is likely to have many earth 44 mages, getting past earth 55 will be difficult. Grabbing the unique Orb of Elemental Earth at earth 44 can get you to earth 66.

Moss Agate - Member of the Closed Council can create the unique The Tome of Gaia. Ogon - Earth-Blooded has earth 55.

Astral

No native access. earth 33death 11 (Oracle of the Dead) gets Hidden in Sand or Hidden in Wasteland, which both have a 3 in 4 chance of at least astral 11.

death 33 can cast Summon Spectre, which has a 7 in 16 chance of at least astral 11.

Death

death 22 Oracle of the Dead (~1 in 2) can start the climb up Death. Hidden Underneath with its 50% chance of a death 33, is also an option.

Oracle of the Subterranean Fires can forge The Copper Arm, (fire 33earth 33 can forge The Silver Arms), which is helpful for holding multiple Death boosters.

Obsidian Eye - Member of the Closed Council has death 33.

Nature

No native access except for Moss Agate - Member of the Closed Council. No simple summons. Moss Agate can Summon Naiad, which gives nature 33, a small jump up the path.

Glamour

No native access. death 33 can cast Summon Spectre, which has a 7 in 16 chance of at least glamour 11.

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

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/agartha-ea.txt · Last modified: 2024/04/24 20:56 by johnnydown