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For centuries the seas have been the domain of the Tritons, but recently a nation of beings resembling a cross between fish, frog and human has emerged in the deepest gorges of the oceans. The race is not entirely unknown, for there are a few of them who have made shallow coastal reefs their home, but the Triton Kings never imagined that they were numerous or powerful enough to form a nation. These Atlantians of the deeps never stop growing and will live for several hundred years unless killed. The Atlantian society is organized in a strict hierarchy of size and age. The oldest and most cunning Atlantians have made themselves kings and queens of the Basalt City in the deepest reaches of the ocean. The Atlantians of the Deeps use weapons of enchanted basalt made by the Basalt Kings
"[R'lyeh and Atlantis] are heavily influenced by H.P. Lovecraft. While R'lyeh is closer to the Cthulhu mythos with Starspawns and strange beings from the stellar void, Atlantis is a nation of deep ones native to the depths." - Illwinter
If you are considering picking this nation to play, what should you know?
AQUATIC
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 4 (rare 5) 2 (rare 3) 1 3 | Light Infantry Shamblers No Missile Weapons | Amphibious Darkvision Poison Barbs Fire Resistance Cold Resistance | Advanced Forts |
Capitol Gems: 123
Average Atlantians of Atlantis are Size 3 Amphibians (three-to-a-square). Whether they're silly frogmen or eldritch abominations is not too clear, but it is clear that they're strong and clumsy; 12 HP, 3 Natural Protection, 11 Strength, 9 Defence Skill (naked), 8 Precision, and 10's in Combat Speed & Map Movement (also while naked). Originating from the gorges, they have 50% Darkvision, which is handy in deep seas.
Shamblers are middle-aged Atlantians, having grown to Size 4 (two-to-a-square). On top of the innate Atlantian traits (and their low Defence and Precision), they have 22 HP, 7 Natural Protection, 15 Strength, 11's in Morale and Combat Speed while buck-naked, and 14 Map Movement while nude.
The Deep Atlantians (or Deep Ones) are bestial folks with hunchbacks and angler lures. Also Size 3 Amphibians, these guys have 100% Darkvision due to their environment, along with 5 Fire Resistance and 5 Cold Resistance (like a caveman). Many Deep Ones use their monstrous jaws in battle, giving them a bonus attack (if a basic one). Statistically, the average Deep One has 14 HP, 4 Natural Protection, 12 Strength, 12's in Morale and Map Movement while naked, 9 Combat Speed (also naked), and 7's in Defence Skill, Precision, & Magic Resistance.
Shamblers of the Deep are slightly less beastly than their younger Deep siblings, but they still have their bonus attack and their other traits beneath the stat block. The average Size 4 one has 26 HP, 9 Natural Protection, 16 Strength, 7 Defence Skill (still), 8's in Precision & Magic Resistance, an impressive 13 Morale in the buff, and the same mobility as an unarmored human (14 Map Movement and 12 Combat Speed). And they get bigger than this…
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Scout 35 1 1 | Darkvision (50%) Stealthy (50) Amphibious | Commentary here. | |
Shambler Chief 70 2 1 | Darkvision (50%) Amphibious | Commentary here. | |
Coral Commander 110 23 1 | Darkvision (50%) Amphibious Poison Barbs (5) | Commentary here. | |
Coral Priest 65 3 1 Coastal Fort Recruit | 1 Sacred Darkvision (50%) Amphibious | Commentary here. | |
Mother of the Deep 135 5 2 | 2 Sacred Darkvision (50%) Amphibious Female | Commentary here. | |
Mage of the Deep 300 3 2 | 22100% 100% Darkvision (50%) Water Breathing (15) Amphibious | Commentary here. | |
Basalt Queen 470 1 4 Capital Only | 3 Sacred Fire Resistance (5) Cold Resistance (5) Darkvision (100%) Fear (+5) Amphibious Female | Commentary here. | |
Basalt King 620 1 4 | 1231100% 10% Fire Resistance (5) Cold Resistance (5) Darkvision (100%) Fear (+5) Resource Bonus (10) Amphibious | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Atlantian Spearman 10 4 9 | Darkvision (50%) Amphibious | Commentary here. | |
Reef Dweller 10 10 9 Coastal Fort Recruit | Darkvision (50%) Poison Barbs (5) Amphibious | Commentary here. | |
Deep One 10 1 9 | Fire Resistance (5) Cold Resistance (5) Darkvision (100%) Amphibious | Commentary here. | |
Deep One Spearman 10 7 9 | Fire Resistance (5) Cold Resistance (5) Darkvision (100%) Amphibious | Commentary here. | |
Shambler 20 1 25 | Darkvision (50%) Amphibious | Commentary here. | |
Shambler of the Deep 20 1 25 | Fire Resistance (5) Cold Resistance (5) Darkvision (100%) Amphibious | Commentary here. | |
War Shambler 25 6 30 | Darkvision (50%) Amphibious | Commentary here. | |
Warrior of the Deep 25 10 30 | Fire Resistance (5) Cold Resistance (5) Darkvision (100%) Amphibious | Commentary here. | |
Coral Guard 30 23 39 | Darkvision (50%) Poison Barbs (5) Amphibious | Commentary here. | |
Living Pillar 35 50 35 | Sacred Fire Resistance (5) Cold Resistance (5) Darkvision (100%) Castle Defence (+2) Amphibious | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Monster Fish (Conjuration 6) 3 and 6 | Monster Fish | Fear (+5) Digest (2) Undisciplined Aquatic | Commentary here. |
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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