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dom6:erytheia-la

LA Erytheia, Kingdom of Two Worlds

Lore

Trade and contacts with dry land have increased to the point where Pelagian mermen have established colonies in coastal lands. A former Arcoscephalian colony and the Pelagian colony of Erytheia, the Red Land, were joined through marriage. When the Triton Kings of the deeps succumbed to a strange slumber the former capital of Pelagia was almost abandoned. The mermen had become more numerous and those Tritons who did not succumb to sleep gradually became a privileged minority ruling the scattered Pelagian seas. Eventually civil war between the Triton princes broke out. While the Tritons battled in the seas, the mermen withdrew and formed a new coastal kingdom of mermen, Tritons and humans in Erytheia. When the Triton principalities isolated themselves the Pelagian traditions and legacy were carried on by the mystics of the Red Land. Under the rule of the mermen ‘Kings of Both Worlds’ the former colony thrived and expanded on land and in the seas. Now Erytheia is a coastal kingdom with some under-water provinces governed by a marginalized Triton nobility unable to visit the high court of the merman king. The Tritons resent the current situation and some fear this might lead to a another civil war. Triton nobles and generals have started to gather armies to reclaim the deeps once theirs to gain wealth, or fiefdoms, or simply to prove their worth to the Kings of Both Worlds.

"Erytheia is the late era development of Pelagia. It is a nation heavily inspired by Ptolemaic Egypt. Like Ptolemaic Egypt, it is a nation of foreign conquerors adopting local traditions forming an isolated kingdom desperate to keep its royal blood lines and avoid foreign influence. I wanted the Ptolemaic practices of royal sibling marriages represented in the game and this led to some new mechanics developed for Erytheia. I also wanted Erytheia to be more of a contender for the closed realm, Pelagia's name for dry land. The idea of a merman kingdom of both worlds started to take form when I worked on the Dominions 4 UW-patch. The pairing with Ptolemaic concepts fit well and Erytheia became a nation quite different in feel from previous underwater nations." -Illwinter

General Overview

Erytheia is an Underwater nation stuck on land, a bit like Atlantis in these Ages. Its amphibious fellows are only found on coasts, save for the Nomarch priests– or the capital-only fellows, if the world generation strokes out and places Erytheia inland. This presents a bit of a problem, putting a lower ceiling to its "elite" troop recruitment than what other nations possess. This clashes somewhat with Erytheia's Arcoscephalian desire for densely packed ranks of Formation Fighters. If it starts on the coast, Erytheia's capital will also have a lower Resource ceiling for how much it can produce, a bane shared with Sailing nations such as Marignon.

The Kingdom also pays a premium on its Amphibious heavy infantry; for example, the Erytheian Hoplite costs 2 gold more than its skill level suggests, and the elite Erytheian Phalangite costs 1 pound more than its equals in skill. Even Erytheia's Sacred Soldier of the Setting Sun is a little overpriced; he costs the same as Pangaea's Sacred troop, who has roughly the same capabilities (aside from needing to breathe air) but an extra point of Awe. Such is the price paid for flexibility, a price that makes pushing back onto land somewhat difficult; but hey, at least Erytheia can flee into the water.

The star of the Erytheian show is its mages. They are neat. Most of them are pretty cheap, the inland mages are both Astral fellows and Research Monkeys, and the underwater mages can convert Water Gems into Astral Pearls with a 50% discount. All of Erytheia's paths can be boosted via Communion, and any of its mages can turn out useful. Even the Daduchoi and the royals, who have incredibly random paths and may end up with only three magic levels, have a solid baseline for combat magic. Thus, an Erytheia who expands in any direction can stake a strong claim for the win in the late game; they just have to expand.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
water 33
fire 22 (rare fire 33)
air 22
earth 22 (rare earth 33)
astral 22 (rare astral 33)
nature 11
holy 22
Heroes
fire 11earth 22
nature 11
Summons
fire 33astral 33nature 33
(req. fire 33astral 11)
water 22nature 33holy 22random1100%
10%

(req. water 11nature 33)
air 11water 11earth 22random1100%
10%

(req. air 11earth 33)
Amphibious Mermen
Aquatic Tritons
Some Humans
Light Infantry
Heavy Infantry
Aquatic Cavalry
Aquatic
Amphibious
Land Shape
Formation Fighter
Pearl Cultivator
Insane
Standard Forts

Capitol Gems: 2firegem1watergem1astralpearl

Heat Limit + 1
Prefers Heat Scale + 1

National Units

When Merman shift to sea form, they switch Poor Amphibian with Amphibious. It has no practical effect.

Commanders

Sprite Unit Name Special Attributes Comments
  Erytheian Scout
35
6
1
Underwater Fort Recruit
Land Fort Recruit  
Stealthy (50)
Poor Amphibian
Sea Shape (Erythian Scout)  
Commentary here.  
Machimos Commander
55
16
1
Land Fort Recruit                                        
  Commentary here.  
  Erytheian Commander
95
31
1
Underwater Fort Recruit
Coastal Fort Recruit  
Formation Fighter (2)
Poor Amphibian
Sea Shape (Erytheian Commander)  
Commentary here.  
Nomarch
105
2
2
Land Fort Recruit                                        
holy 22
Sacred
Uninspiring (1)
Patrol Bonus (15)
Poor Amphibian
Tax Collector
Sea Shape (Nomarch)  
Commentary here.  
Mystic
125
1
2
Land Fort Recruit                              
astral 11random1100%rp 1010 Commentary here.
  Daduchos
255
2
2
Underwater Fort Recruit
Coastal Fort Recruit  
fire 11astral 11random3100%
50%
50%
50%
rp 1515
Sacred
Poor Amphibian
Sea Shape (Daduchos)  
Commentary here.  
Prince of the Setting Sun
300
2
4
Capital Only                     
fire 11astral 11holy 22random3100%
25%
25%
25%
25%
25%
25%
25%
25%
rp 1515
Sacred
Starting Affliction Chance (20%)
Insane (5%)
Sun Awe (2)
Poor Amphibian
Sea Shape (Prince of the Setting Sun)  
Commentary here.  
Princess of the Setting Sun
300
1
4
Capital Only                     
fire 11water 11holy 22random3100%
25%
25%
25%
25%
25%
25%
25%
25%
rp 1515
Sacred
Starting Affliction Chance (20%)
Insane (5%)
Sun Awe (2)
Poor Amphibian
Sea Shape (Prince of the Setting Sun)
Female  
Commentary here.  
Triton Noble
140
56
1
Underwater Fort Recruit                
Aquatic
Recuperation  
Commentary here.  
  Armored Hippocampus   Smart Mount (100)
Animal
Aquatic
Recuperation  
Commentary here.  
Triton Priest
90
2
1
Underwater Fort Recruit                
holy 11
Sacred
Aquatic  
Commentary here.  
Pearl Mage
245
1
2
Underwater Fort Recruit                
water 22astral 11random1100%rp 1313
Aquatic
Pearl Cultivator (3)  
Commentary here.  

Troops

Sprite Unit Name Special Attributes Comments
Machimos
9
9
7
Land Fort Recruit                
  Commentary here.  
  Thyreophorite
10
8
9
Underwater Fort Recruit
Land Fort Recruit  
Poor Amphibian
Sea Shape (Thyreophorite)  
Commentary here.  
  Erytheian Crossbowman
10
7
9
Coastal Fort Recruit               
Poor Amphibian
Sea Shape (Erytheian Crossbowman)  
Commentary here.  
  Erytheian Hoplite
12
29
14
Underwater Fort Recruit
Coastal Fort Recruit
Formation Fighter (2)
Poor Amphibian
Sea Shape (Erytheian Hoplite)  
Commentary here.  
  Erytheian Phalangite
14
20
18
Coastal Fort Recruit               
Formation Fighter (2)
Poor Amphibian
Sea Shape (Erytheian Phalangite)  
Commentary here.  
  Soldier of the Setting Sun
30
36
31
Capital Only
Sacred
Formation Fighter (2)
Sun Awe (1)
Poor Amphibian
Sea Shape (Soldier of the Setting Sun)  
Commentary here.  
Triton Militia
8
2
5
Underwater Fort Recruit                
Aquatic   Commentary here.  
Triton Soldier
10
21
9
Underwater Fort Recruit                
Aquatic   Commentary here.  
Triton Hoplite
13
27
16
Underwater Fort Recruit                
Formation Fighter (2)
Aquatic  
Commentary here.  
Triton Knight
50
49
48
Underwater Fort Recruit                
Aquatic
Recuperation  
Commentary here.  
  Armored Hippocampus   Smart Mount (100)
Animal
Aquatic
Recuperation  
Commentary here.  

Heroes

Sprite Unit Name Special Attributes Comments
Eurytion - Herdsman
Earliest Arrival Turn (10)
nature 11rp 44
Supply Bonus (10)
Beastmaster (3)
Eyes (1)
Gluttony (+1)
Summons in Battle (Red Cattle)
Commentary here.
Red Cattle Fire Resistance (15)
Animal
Trample
Commentary here.
Geryon - Triple-Headed
Earliest Arrival Turn (15)
fire 11earth 22rp 1111
Eyes (6)
Unsurroundable (3)
Summons in Battle (Hound of Twilight)
Commentary here.
Hound of Twilight Poison Resistance (15)
Darkvision (100%)
Fear (5)
Patrol Bonus (20)
Eyes (4)
Unsurroundable (2)

Spirit Sight
Commentary here.

National Spells

Summons

Combat

Summon Spell Unit Special Attributes Comments
Sow Dragon Teeth
(Enchantment 6)
earth 22 and 1earthgem

Spartae x 10
Cold Resistance (15)
Poison Resistance (25)
Formation Fighter (2)
Old Age (540/500)
Poor Amphibian
Pierce Resistant
Magic Being
Inanimate
Need Not Eat
Never Heals
Spirit Sight
Commentary here.

Ritual

Summon Spell Unit Special Attributes Comments
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion x 15+
Darkvision (50%)
Undisciplined
Animal
Commentary here.
Summon Hound of Twilight
(Conjuration 5)
earth 22death 11 and 3earthgem

Hound of Twilight
Poison Resistance (15)
Darkvision (100%)
Fear (+5)
Patrol Bonus (+20)
Eyes (4)
Unsurroundable (2)
Spirit Sight
Commentary here.
Summon Hekateride
(Conjuration 5)
water 11nature 33 and 30naturegem

Hekateride
water 22nature 33holy 22random1100%
10%
rp 1717
Sacred
Poison Resistance (5)
Awe (+6)
Inspirational (2)
Supply Bonus (+60)
Reduces Unrest (-3 per Month)
Magic Being
Amphibious
Recuperation
Female  
Commentary here.  
Contact Hesperide
(Conjuration 6)
fire 33astral 11 and 35firegem

Hersperide
fire 33astral 33nature 22holy 22rp 2121
Sacred
Fire Resistance (5)
Disease Healer (3)
Awe (+6)
Inspirational (1)
Supply Bonus (+50)
Reduces Unrest (-5 per Month)
Recuperation
Female
Commentary here.
Call Ladon
(Conjuration 6)
fire 33nature 22 and 15firegem

Ladon - Drakon Hesperios
Unique
Regeneration (20%)
Poison Resistance (15)
Fear (+10)
Eyes (6)
Gluttony (+5)
Unsurroundable (2)
Cold Blooded
Swamp Survival
Swimming
Commentary here.
Summon Daktyl
(Conjuration 6)
air 11earth 33 and 30earthgem

Daktyl
air 11water 11earth 22random1100%
10%
rp 1515
Sacred
Master Smith (1)
Magic Being
Amphibious  
Commentary here.  
Craft Keledone
(Construction 6)
earth 22astral 22 and 5earthgem

Keledone
Fire Resistance (15)
Cold Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Blind Fighter (1)
Immobile
Never Heals
Spell Singer
Communion Slave
Slash Resistance Blunt Resistance Pierce Resistance Amphibious Magic Being Inanimate Need Not Eat Spirit Sight
Commentary here.
Forge Brass Bull
(Construction 6)
fire 33earth 33 and 25firegem

Khalkotauros
Fire Resistance (25)
Cold Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Heat Aura (3)
Trample
Never Heals
Poor Amphibian Slash Resistance Blunt Resistance Pierce Resistance Magic Being Inanimate Need Not Eat Mindless Spirit Sight
Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

The Copper Arm
fire 11earth 22 Daduchos (1 in 10), Prince of the Setting Sun (1 in 12), or Princess of the Setting Sun (~1 in 7) +

The Silver Arms Unique
fire 11earth 22 Daduchos (1 in 10), Prince of the Setting Sun (1 in 12), or Princess of the Setting Sun (~1 in 7) +

The Arms allow a mage to hold more boosters, especially with Nature and Death. (LA Erytheia doesn't have native access to Death.)

Multi-Path Boosters

Ring of Sorcery
astral 33 Prince of the Setting Sun (1 in 16) +

Ring of Wizardry
astral 33 Prince of the Setting Sun (1 in 16) + Ring of Sorcery +

Staff of Elemental Mastery
fire 22water 22 Princess of the Setting Sun (~1 in 5) +

Crown of the Elements Unique
fire 22water 22 Princess of the Setting Sun (~1 in 5) +

Fire

Highest Starting: fire 22 Daduchos (1 in 5), Princess of the Setting Sun (7 in 16), or Prince of the Setting Sun (7 in 16).
fire 33 Princess of the Setting Sun (1 in 16) or Prince of the Setting Sun (1 in 16).

Air

Highest Starting: air 22 Daduchos (1 in 10), Princess of the Setting Sun (1 in 12), or Prince of the Setting Sun (1 in 12)

Tome of High Power Unique
air 22astral 11 Daduchos (1 in 10) +
air 11astral 22 Daduchos (1 in 10) or Prince of the Setting Sun (~1 in 7) +

Water

Highest Starting: water 33 Pearl Mage (1 in 4)

Trident from Beyond Unique
water 33astral 11 Pearl Mage (1 in 4) +
water 22astral 22 Pearl Mage (1 in 4) +

Earth

Highest Starting: earth 22 Daduchos (1 in 10), Princess of the Setting Sun (~1 in 7), or Prince of the Setting Sun (~1 in 7)

Astral

Highest Starting: astral 22 Daduchos (1 in 5), Pearl Mage (1 in 4), Princess of the Setting Sun (1 in 12), or Prince of the Setting Sun (7 in 16).
astral 33 Prince of the Setting Sun (1 in 16).

Coin of Meteoritic Iron
earth 11astral 11 Mystic +
earth 22astral 11 Dadhuchos (1 in 10) or Princess of the Setting Sun (1 in 12) +
earth 11astral 22 Princess of the Setting Sun (~1 in 7) +

Tome of High Power Unique
air 22astral 11 Daduchos (1 in 10) +
air 11astral 22 Daduchos (1 in 10) or Prince of the Setting Sun (~1 in 7) +

Golem Construction
earth 11astral 11 Mystic +
earth 22astral 11 Dadhuchos (1 in 10) or Princess of the Setting Sun (1 in 12) +
earth 11astral 22 Princess of the Setting Sun (~1 in 7) +

Death

No National Access.

Forest Troll Tribe
nature 11 Pearl Mage (1 in 4) +
nature 33 Naiad (See Nature section for summons.)
Troll Shaman has at least death 11.

Nature

Highest Starting: nature 11 Pearl Mage (1 in 4)

Contact Naiad
water 22nature 11 Pearl Mage (1 in 4) +
Naiad has nature 33.

Moonvine Bracelet
astral 11nature 11 Pearl Mage (1 in 4) +
Hard to get the nature boosters.

Glamour

No National Access.

Troll King's Court
earth 22 Daduchos (1 in 10), Princess of the Setting Sun (~1 in 7), or Prince of the Setting Sun (~1 in 7) +
Troll King has glamour 11.

Forest Troll Tribe
nature 11 Pearl Mage (1 in 4) +
nature 33 Naiad (See Nature section for summons.)
1 in 4 chance Troll Shaman has glamour 11.

Blood

No National Access.

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/erytheia-la.txt · Last modified: 2024/07/14 05:19 by johnnydown