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dom6:oceania-ea [2024/03/27 05:11]
johnnydown created
dom6:oceania-ea [2024/04/11 07:03] (current)
johnnydown [Table]
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-{{ :nations:flags:ea_pelagia.png?100&nolink|}} +{{ :nations:flags:ea_oceania.png?100&nolink|}} 
-====== EA PelagiaPearl Kings  ====== +====== EA OceaniaComing of the Capricorns  ====== 
 ===== Lore ===== ===== Lore =====
 Everything on land has a correspondence under water. Just like kingdoms formed on dry land, so did kingdoms form in the Sea, and just like the wild rebelled against encroaching civilization, so did the first Triton kingdom suffer the wrath of the underwater wilds. Oceania is an underwater realm of wild half-men, animals and guardians of the kelp forests. But Oceania is also a realm of the shores, where the stormy seas meet stable land. It is a nation of borders and transition, change and adaptability. Most of its inhabitants have the ability to change their shapes and cross the boundaries of the sea. Sirens, Capricorns and ichtysatyrs all share the ability and affinity for change and adaptability. Sirens use it to change their shape and lure the unwary to a watery grave. Capricorns and ichtysatyrs use it to raid and spread turmoil and chaos in coastal provinces. With the coming of the Awakening God the Capricorns lead the half-men in conquest above as well as beneath the waves. The dominion of the God of Oceania increases turmoil in coastal provinces. Everything on land has a correspondence under water. Just like kingdoms formed on dry land, so did kingdoms form in the Sea, and just like the wild rebelled against encroaching civilization, so did the first Triton kingdom suffer the wrath of the underwater wilds. Oceania is an underwater realm of wild half-men, animals and guardians of the kelp forests. But Oceania is also a realm of the shores, where the stormy seas meet stable land. It is a nation of borders and transition, change and adaptability. Most of its inhabitants have the ability to change their shapes and cross the boundaries of the sea. Sirens, Capricorns and ichtysatyrs all share the ability and affinity for change and adaptability. Sirens use it to change their shape and lure the unwary to a watery grave. Capricorns and ichtysatyrs use it to raid and spread turmoil and chaos in coastal provinces. With the coming of the Awakening God the Capricorns lead the half-men in conquest above as well as beneath the waves. The dominion of the God of Oceania increases turmoil in coastal provinces.
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 =====National Features===== =====National Features=====
- +**AQUATIC** 
-^  Magic Access                                                                                                                                          ^  Alt. Access                                         ^  Unit Summary                                                                     ^  Core Abilities                                                                                                                                             ^  Buildings                                                                         +^  Magic Access                                                                                                                                                    ^  Alt. Access  ^  Unit Summary                                                                                                                          ^  Core Abilities                                                                                                                                                                                                                                                           ^  Buildings                                                                                                                                  
-| {{path>N4}} (Rare 5)\\ {{path>W3}} (Rare 4) \\ {{path>G2}} \\ {{path>A1}} (Rare 2) \\ {{path>E1}} (Rare 2) \\ {{path>H2}} in {{:misc:gui:sea.png?20&nolink}}Sea  | Amphibious Half-men \\ Ichtysatyr Light and Medium Infantry \\ Ichtycentaur Heavy Infantry \\ Ichtytaurs \\ Sacred Amphibious Cavalry | {{:abilities:aquatic.png?15&nolink}} [[Aquatic]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]] \\ {{:abilities:poison_barbs.png?15&nolink}} [[Poison Barbs]] \\ [[Land Shape]] / [[Sea Shape]] | {{:misc:gui:fortress.png?30&nolink}} Primitive Forts \\ {{:misc:gui:temple.png?30&nolink}}Temples Cost {{:misc:gui:gold.png?20&nolink}}300 |+| {{path>N4}} (Rare 5)\\ {{path>W3}} (Rare 4) \\ {{path>E2}}  (Rare 3)\\ {{path>G2}} \\ {{path>A1}} (Rare 2) \\ {{path>H2}} in {{:misc:gui:sea.png?20&nolink}}Sea  |               | Amphibious Half-men \\ Ichtysatyr Light and Medium Infantry \\ Ichtycentaur Heavy Infantry \\ Ichtytaurs \\ Sacred Amphibious Cavalry  | {{:abilities:aquatic.png?15&nolink}} [[Aquatic]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]] \\ {{:abilities:poison_barbs.png?15&nolink}} [[Poison Barbs]] \\ [[Land Shape]] / [[Sea Shape]]  | {{:misc:gui:fortress.png?30&nolink}} Primitive Forts \\ {{:misc:gui:temple.png?30&nolink}}Temples Cost {{:misc:gui:gold.png?20&nolink}}300  |
 **Capitol Gems: **{{gems>1W4N1G}} **Capitol Gems: **{{gems>1W4N1G}}
  
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 === Ritual === === Ritual ===
   * **??Grow Fortress??** (Alteration 0) \\ {{path>N4}} and {{gems>35N}} in {{:misc:gui:sea.png?20&nolink}}Sea or {{:misc:gui:forest.png?20&nolink}}Forest \\ Commentary here.   * **??Grow Fortress??** (Alteration 0) \\ {{path>N4}} and {{gems>35N}} in {{:misc:gui:sea.png?20&nolink}}Sea or {{:misc:gui:forest.png?20&nolink}}Forest \\ Commentary here.
 +
 +=====Magic Access=====
 +//See [[Magic Access]].// These guides supplement the summaries at the top.
 +
 +=== Fire ===
 +No native access. No simple summons.
 +
 +=== Air ===
 +{{path>A1}} is a common random. Needs three levels of empowerment to get to {{path>A4}}.
 +
 +=== Water ===
 +{{path>W3}} ??Haliade?? (1 in 4) or ??Capricorn?? (1 in 3), (in water,) are the options. It's enough to climb the path.
 +
 +=== Earth ===
 +{{path>E2}} ??Capricorn?? (1 in 3), (on land,) and can natively attempt the unique ??The Tome of Gaia??. Doesn't have other useful crosspaths than {{:misc:magic:nature.png?15&nolink}}Nature. On land, ??Capricorn?? can have {{:misc:magic:air.png?15&nolink}}Air and {{:misc:magic:earth.png?15&nolink}}Earth, so, theoretically, it can forge a ??Staff of Elemental Mastery#82??. Getting it to {{path>A4E4}} is difficult.
 +
 +=== Astral ===
 +No native access. No simple summons.
 +
 +=== Death ===
 +No native access. {{path>E4}}, on land, can cast ??Troll King's Court?? for {{path>G1}}.
 +
 +{{path>N3}}, on land, can cast ??Forest Troll Tribe?? for at least {{path>D1}}.
 +
 +=== Nature ===
 +??Capricorn?? has native access to {{path>N4}}, starting it well up the path. On land, with ??Earth Boots??, it can potentially create the unique ??The Tome of Gaia??.
 +
 +=== Glamour ===
 +??Siren?? has {{path>G2}} but no other useful crosspaths.
  
 ===== Strategy ===== ===== Strategy =====
dom6/oceania-ea.1711516281.txt.gz · Last modified: 2024/03/27 05:11 by johnnydown