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
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Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (Rare 5) 2 (Rare 3) 2 (Rare 3) 2 (Rare 3) 3 | Hero 253 33 1423 433 | 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 gold and resources in cave forts. |
Capitol Gems: 1131
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.
: 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 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 | 1 9 Sacred Siege Bonus (2) | Commentary here. | |
Earth Reader 260 1 2 | 211100% 11 Sacred Siege Bonus (2) Fortune Teller (10%) | Commentary here. | |
Olm Sage 245 1 2 Capital Recruit Drip Cave Recruit | 21 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 | 1331100% 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 | 1331100% 10% 15 Sacred Siege Bonus(5) Fortune Teller(15%) Lich Shape: Lich Oracle | Commentary here. | |
Oracle of the Dead 515 1 4 Capital Only | 3131100% 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. |
: Darkvision 100%, Cold Blooded, Amphibious, Need Not Eat, Eyes (1)
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Pale One Militia 6 2 12 Cave Recruit | Siege Bonus (2) | Commentary here. | |
Pale One Warrior 9 10 18 Cave Recruit | Siege Bonus (2) | Commentary here. | |
Pale One Warrior 9 10 18 Cave Recruit | Siege Bonus (2) | Commentary here. | |
Pale One 9 3 18 Cave Recruit | Siege Bonus (2) | Commentary here. | |
| Wet One (land version) Wet One (sea version) 9 1 18 Cave Recruit Underwater Fort | Siege Bonus 2 | Commentary here. |
Cavern Guard 12 21 24 Cave Recruit | Siege Bonus (2) Castle Defence Bonus (1) | Commentary here. | |
Troglodyte 50 1 50 | Darkvision (100%) Animal Trample | Commentary here. | |
Ancient One 40 19 32 | Sacred Siege Bonus (5) | Commentary here. | |
Ancient Stone Hurler 40 1 32 | Sacred Siege Bonus (10) | Commentary here. | |
Ancient Stone Hurler 40 11 32 | Sacred Siege Bonus(10) | Commentary here. | |
Seal Guard 45 37 39 Capital Only | Sacred Siege Bonus (5) | Commentary here. | |
Great Olm 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) 9 5 18 Underwater Only | Siege Bonus (2) | Commentary here. |
| Ancient Wet One (Land version) Ancient Wet One (Sea version) 35 7 32 Underwater only | Sacred Siege Bonus (5) | Commentary here. |
: Sacred, Darkvision 100%, Cold Blooded, Amphibious, Need Not Eat, Eyes (1)
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Deepthought - Ancient Olm | 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 | 1121100% 11 Resist Cold (5) Resist Poison (15) | Commentary here. | |
Moss Agate - Member of the Closed Council Earliest Arrival Turn (10) | 1423 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) | 2423 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) | 433 19 Siege Bonus (5) Fortune Teller (20%) Twiceborn: Wight Oracle | Commentary here. | |
Ogon - Earth-Blooded Earliest Arrival Turn (20) | 253 19 Reinvigoration (4) Fortune Teller (20%) Twiceborn: Wight Oracle | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Rhuax Pact (Conjuration 3) 11 and 2 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) 11 and 8 | 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) 2 and 3 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) 11 and 1 | Penumbral | Resist Cold (15) Resist Poison (25) Stealthy (40) Undead Ethereal Amphibious Need Not Eat Spirit Sight Spiritform | Commentary here. |
Bind Umbral (Conjuration 5) 12 and 2 | Umbral | Resist Cold (15) Resist Poison (20) Stealthy (40) Undead Ethereal Amphibious Need Not Eat Spirit Sight Spiritform | Commentary here. |
Living Mercury (Enchantment 5) 11 and 6 | 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) 64 and 100 At Capitol | God Vessel God Vessel God Vessel | 474400%35 / 744400%35 / 448800%37 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. |
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.
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.
No native access. No simple summons.
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 41 may be worth a shot.
Deepthought - Ancient Olm hero has 3.
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.
No native access. 31 (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.
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, (33 can forge The Silver Arms), which is helpful for holding multiple Death boosters.
Obsidian Eye - Member of the Closed Council has 3.
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.
No native access. 3 can cast Summon Spectre, which has a 7 in 16 chance of at least 1.
No native access. No simple summons.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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