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dom6:agartha-ma

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MA Agartha, Golem Cult

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. 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 most of Agartha's inhabitants are pale-skinned humans with large eyes. Everything left by the Ancient Ones has become subject to worship by the humans. Ancient statues are enchanted and given life by Golem Crafters, priest-mages of the Agarthan Golem Cult. A few surviving Oracles lead the Cult and keep the memories of past ages alive.

Agartha is inspired by fantasy RPG'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)
death 22 (Rare 3)
fire 11 (Rare 2)
water 11
holy 33
Summon
water 22earth 11
Hero
earth 33death 44holy 11
fire 11water 22earth 22death 33holy 11
Light and Heavy Human Infantry
Light and Heavy Pale One Infantry
Huge and Sacred Ancient Ones
Troglodyte Slaves
Darkvision
Amphibious
Cold Blooded
Need Not Eat
Siege Bonus
Fortune Teller
Eyes (1)
Standard Forts
Cave Forts have extra GoldGold and ResourcesResources

Capitol Gems: 1firegem3earthgem1deathgem
Bless Points + 1

Construct Health: Constructs receive increased HP inside dominion, 10% more for each point of Dominion. It will help disciple players as well as enemies, should they have any constructs.

National Units

Commanders

Sprite Unit Name SpecialAttributes Comments
Agarthan Scout
35
4
1
Darkvision (50%)
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Troglodyte Trainer
60
15
1
Darkvision (50%)
Ambidextrous (2)
Beastmaster (2)
Taskmaster (2)
Commentary here.
Pale One Captain
65
18
1
Cave Recruit Available

Inspirational (1)
Siege Bonus (5)
Commentary here.
Cave Captain
95
22
1
Darkvision (50%) Commentary here.
Attendant of the Oracles
65
1
1
holy 11
Sacred
Darkvision (50%)
Commentary here.
Earth Reader
115
1
2
earth 11holy 11rp 77
Sacred
Darkvision (50%)
Fortune Teller (5%)
Commentary here.
Golem Crafter
295
2
2
fire 11water 11earth 22holy 11rp 1313
Sacred
Darkvision (50%)
Commentary here.
Ancient Lord
175
23
1
Capital Only
Sacred

Inspirational (1)
Siege Bonus (5)
Commentary here.
Oracle of the Ancients
540
1
4
Capital Only
earth 33death 11random1100%
10%
holy 33rp 1515
Sacred

Inspirational (1)
Siege Bonus (5)
Fortune Teller (15%)
Lich Shape: (Lich Oracle)
Commentary here.
Wet One Captain
50
6
1
Underwater Fort Only

Siege Bonus (2)
Commentary here.

Units

Sprite Unit Name SpecialAttributes Comments
Pale One Soldier
Gold 9
14
18

Siege Bonus (2)
Commentary here.

Wet One
Gold 9
1
18

Siege Bonus (2)
Commentary here.
Agarthan Heavy Infantry
Gold 10
27
9
Darkvision (50%) Commentary here.
Agarthan Infantry
Gold 10
22
9
Darkvision (50%) Commentary here.
Agarthan Light Infantry
Gold 10
10
9
Darkvision (50%) Commentary here.
Defender of the Halls
Gold 13
23
26

Siege Bonus (2)
Castle Defence Bonus (1)
Commentary here.
Troglodyte Slave
Gold 50
1
40
Darkvision (100%)
Animal
Slave
Trample
Commentary here.
Ancient One
Gold 40
27
32
Capital Only
Sacred

Standard (1)
Siege Bonus (5)
Commentary here.
Ancient Stone Hurler
Gold 40
13
32
Capital Only
Sacred

Siege Bonus (10)
Standard (1)
Commentary here.
Shard Guard
Gold 45
34
30
Capital Only
Sacred
Cold Resistance (5)
Poison Resistance (15)
Darkvision (100%)
Siege Bonus (2)
Eyes (1)
Amphibious
Need not Eat
Commentary here.
Wet One
Gold 9
5
18

Siege Bonus (2)
Commentary here.

Heroes

Sprite Unit Name SpecialAttributes Comments
Klaus - Mason of the Underworld fire 11water 11earth 22death 33holy 11rp 1919
Sacred
Darkvision (50%)
Stealthy (80)
Siege Bonus (20)
Castle Defence Bonus (20)
Forge Bonus (1)
Clockwork Lord (1)
Old Age
Spy
Mason
Commentary here.
Golog - Decrepit
Earliest Arrival turn (10)
earth 33death 44holy 11rp 1919
Sacred
Darkvision (100%)
Siege Bonus (4)
Fortune Teller (15%)
Eyes (1)
Dominion Summons (Cavern Wight / 20)
Old Age
Cold Blooded
Amphibious
Need not Eat
Commentary here.
Kin-Breaker - Onyx Oracle
Earliest Arrival Turn (20)
water 11earth 33holy 33rp 1313
Sacred
Poison Resistance (25)
Fortune Teller (15%)
Eyes (1)
Poor Amphibian
Slash Resistance
Pierce Resistance
Magic Being
Inanimate
Need not Eat
Mindless
Never Heals
Stone Being
Spirit Sight
Commentary here.

National Spells

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Summon Penumbrals
(Conjuration 3)
earth 11death 11 and 6deathgem

Penumbral x 6
Cold Resistance (15)
Poison Resistance (25)
Stealthy (40)
Undead
Ethereal
Amphibious
Need Not Eat
Spirit Sight
Spiritform
Commentary here.
Awaken Shard Wights
(Conjuration 3)
earth 11death 11 and 10deathgem

Shard Wight x 5 + [1/2]
Cold Resistance (25)
Poison Resistance (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
Poison Resistance (25)
Blind Fighter (1)
Reconstruction (8%)
Affliction Resistance (4)
Magic Being
Inanimate
Trample
Amphibious
Need Not Eat
Mindless
Stone Being
Spirit Sight
Shapechange Below HP (50) (Earth Elemental)
Commentary here.
Rhuax Pact
(Conjuration 3)
fire 11earth 11 and 2firegem
At Capitol

Magma Child x 3
Fire Resistance (25)
Poison Resistance (15)
Heat Aura 3
Fire Shield (10)
Fire Power (1)
Magic Being
Need Not Eat
Spirit Sight
Commentary here.
Olm Conclave
(Conjuration 4)
water 11earth 11 and 20watergem
Cave Only

Olm Sage
water 22earth 11rp 1111
Sacred
Cold Resistance (5)
Poison Resistance (15)
Fortune Teller (10%)
Blind Fighter (1)
Cold Blooded
Amphibious
Need Not Eat
Spirit Sight
Commentary here.

Great Olm x 15
Sacred
Cold Resistance (5)
Poison Resistance (15)
Blind Fighter (1)
Cold Blooded
Amphibious
Need Not Eat
Spirit Sight
Commentary here.
Summon Umbrals
(Conjuration 5)
earth 11death 22 and 8deathgem

Umbral x 6
Resist Cold (15)
Resist Poison (25)
Stealthy (40)
Undead
Ethereal
Amphibious
Need Not Eat
Spirit Sight
Spiritform
Commentary here.
Attentive Statues
(Enchantment 1)
earth 22 and 3earthgem

Attentive Statue x 2

Patrol Bonus (5)
Commentary here.
Enliven Sentinel
(Enchantment 3)
earth 22 and 2earthgem

Sentinel

Patrol Bonus (10)
Eyes (1)
Commentary here.
Enliven Granite Guard
(Enchantment 5)
earth 33 and 10earthgem

Granite Guardian
Sacred

Patrol Bonus (10)
Eyes (1)
Commentary here.
Living Mercury
(Enchantment 5)
water 11earth 11 and 6watergem

Living Mercury
dom6/agartha-ma.1713991985.txt.gz · Last modified: 2024/04/24 20:53 by johnnydown