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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).

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 Only

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
Ogon - Earth-Blooded
Earliest Arrival Turn (20)
fire 22earth 55holy 33 19

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

Summons

Sprite Unit Name Special Attributes Comments
Magma Child
Rhuax Pact (Conj. 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.
Penumbral
Bind Penumbral (Conj. 3)
Resist Cold (15)
Resist Poison (25)
Stealthy (40)
Undead
Ethereal
Amphibious
Need Not Eat
Spirit Sight
Spiritform
Commentary here.
Umbral
Bind Umbral (Conj. 5)
Resist Cold (15)
Resist Poison (20)
Stealthy (40)
Undead
Ethereal
Amphibious
Need Not Eat
Spirit Sight
Spiritform
Commentary here.
Cavern Wight
Revive Cavern Wights (Conj. 3)
Resist Cold (25)
Resist Poison (25)
Cold Aura 3
Undead
Amphibious
Need Not Eat
Spirit Sight
Eyes(1)
Commentary here.
Living Mercury
Living Mercury (Ench. 5)
Blind Fighter (1)
Resist Poison (25)
Poison Cloud (5)
Resist Slash
Resist Blunt
Resist Pierce
Magic Being
Inanimate
Amphibious
Need Not Eat
Mindless
Spirit Sight
Spiritform
Wounded Shape: Living Mercury
Commentary here.


God Vessel /
God Vessel /
God Vessel
Unleash Imprisoned Ones (Alt. 8)
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.

National Spells and Items

Combat

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

Ritual

  • Bind Penumbral Penumbral x 1 (Conjuration 3) earth 11death 11 for 1deathgem
    Commentary here.
  • Revive Cavern Wights Cavern Wight x 5 (Conjuration 3) earth 11death 11 for 8deathgem
    Commentary here.
  • Rhuax Pact Magma Child x 3 (Conjuration 3) fire 11earth 11 for 2firegem in the Capitol
    Commentary here.
  • Barathrus Pact Earth Elemental x 2 (Conjuration 3) earth 22 for 3deathgem
    Commentary here.
  • Bind Umbral Umbral x 1 (Conjuration 5) earth 11death 22 for 2deathgem
    Commentary here.
  • Living Mercury Living Mercury x 1 (Enchantment 5) water 11earth 11 for 6watergem
    Commentary here.
  • Mirror of Earth's Memories (Thaumaturgy 4) water 22earth 22 for 5watergem in the Capitol
    Commentary here.
  • Unleash Imprisoned Ones God Vessel x 1 & God Vessel x 1 & God Vessel x 1 (Alteration 8) earth 66death 44 for 100earthgem
    Commentary here.

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.1710301039.txt.gz · Last modified: 2024/03/13 03:37 by johnnydown