Pelagia was the first kingdom to form in the deeps. It is a nation of Tritons, humanoid beings with fin-like legs. The Tritons of the Coral Clan and the Pearl Clan have formed a kingdom and allied themselves with mermen. Under the wise rule of the ancient Pearl Kings they dominate the oceans and harvest their riches. Pearls, corals, kelp silk and purple dyes are traded at coastal markets in Berytos and before that in Therodos. But recently other races have been stirring in the depths and new powers are forming. The wild beings of the kelp forests have spread, strange beings have emerged from the deepest seas, and the ghosts of ancient Therodos are stirring. The Pearl Kings muster their forces and the Tritons of the Turtle and Shark tribes have joined forces with the Triton kingdom. Tritons are unable to leave the sea, but mermen can shed their tails and walk on dry land to trade or wage war. The extensive trade with Berytos has given Pelagia a much needed ally. In the few coastal cities Pelagia has built, Berytian infantry have helped in their defense. Over time the mermen have adopted Berytian and Therodian culture and tactics. Now there are few Berytian soldiers left in the cities and Pelagia fields its own mermen infantry. Both Tritons and mermen have mages, but only the merman mages can leave the sea.
"Oceania and Pelagia are nations inspired by medieval bestiaries abundant with creatures of the sea corresponding to beings living on land. As most of these creatures are half-men and fish-beasts, Oceania as a nation became quite similar to Pangaea. The development of the Triton Kings incorporated modern concepts and imagery of mermen, and in Dominions 4, Pelagia was made a nation of its own, less Pangaean in style. Knights armed in mother-of-pearl armor, Triton Kings on hippocampoii-drawn sea- shell chariots, and golden tridents are all part of the Pelagia setting.
With the release of the Dominions 4 UW-patch the backstory of Pelagia was developed. It became intermingled with Berytos and my first ideas on later developments for the nation emerged. I prefer if nations are primarily culturally defined, and secondarily racially defined. Pelagia always felt more like a race thing and less like a kingdom with its own cultural setting. The changes in the patch was a step in this direction, although I find the new nation Erytheia more interesting" -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 (Rare 5) 2 (Rare 3) 2 (Rare 3) 1 (Rare 2) 1 3 in Sea 1 on Land | Hero 34313 | Aquatic Tritons Amphibious Mermen Light, Medium, Sacred, and Aquatic Infantry | Aquatic Amphibious Pearl Cultivator Poison Barbs | Standard Forts |
Capitol Gems: 42
Order Limit + 1
The proper Pelagians are Tritons, Aquatic beings of Size 3 (three-to-a-square). Some of the kingdom's Tritons are from formerly independent tribes; these fellows have human-like stats, aside from 12 Magic Resistance, 11 Morale, and 20 Combat Speed naked. The proper Pelagians have distant divine ancestry, however; on top of the standard Triton stats, they possess at least 12 HP, 1 Natural Protection, 12 Strength, and 11 Attack Skill. (Note that militiamen have -2 to their Morale and Attack Skill, compared to proper troops.)
Mermen are Amphibious beings, owing to their ability to grow legs upon hitting dry air. They are a separate race from Tritons, but one with many similarities; they're human-like (Size 3 and all that), and they have 12 Magic Resistance and 11 Morale (10 without protection). Underwater, a naked Merman has 22 Combat Speed; on dry land, though, he has 10 Combat Speed and 9 Defence Skill.
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Merman Scout 35 4 1 | Stealthy (50) Amphibious Land Shape (Merman Scout) | Commentary here. | |
Turtle Chief 55 10 1 Coastal Fort Recruitment | Amphibious Land Shape (Turtle Chief) | Commentary here. | |
Pelagian Captain 95 16 1 Aquatic Only | Poison Barbs (5) Aquatic | Commentary here. | |
Merman Priest 65 1 1 Coastal Fort Recruitment | 1 Sacred Amphibious Land Shape (Merman Priest) | Commentary here. | |
Pearl Clan Priest 115 2 2 Aquatic Only | 2 Sacred Aquatic | Commentary here. | |
Pelagian Mermage 135 1 2 | 11100%9 Amphibious Land Shape (Pelagian Mermage) | Commentary here. | |
Pearl Mage 275 1 2 Aquatic Only | 2111100%15 Pearl Cultivator (3) Supply Bonus (+10) Aquatic | Commentary here. | |
Ichtyid Pearl Mage 110 4 2 Capital Only | 117 Amphibious | Commentary here. | |
Pearl King 695 8 4 Capital Only Aquatic Only | 41131100% 10%19 Sacred Cold Resistance (7) Pearl Cultivator (5) Supply Bonus (+10) Dominion Summons (Hippocampus) / 20 Aquatic | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Pelagian Militia 8 2 5 Aquatic Only | Aquatic | Commentary here. | |
Pelagian Militia 8 1 5 Aquatic Only | Aquatic | Commentary here. | |
Turtle Tribe Triton 10 7 9 Aquatic Only | Aquatic | Commentary here. | |
Shark Tribe Triton 10 3 9 Aquatic Only | Berserker (+2) Aquatic | Commentary here. | |
Pelagian Soldier 10 3 9 Aquatic Only | Aquatic | Commentary here. | |
Merman Net Thrower 10 3 9 | Amphibious Land Shape (Merman Net Thrower) | Commentary here. | |
Turtle Warrior 11 9 12 Coastal Fort Recruitment | Amphibious Land Shape (Turtle Warrior) | Commentary here. | |
Coral Clan Soldier 13 15 16 Aquatic Only | Formation Fighter (2) Poison Barbs (5) Aquatic | Commentary here. | |
Triton Rider 50 8 48 Aquatic Only | Skilled Rider (1) Aquatic Recuperation | Commentary here. | |
Hippocampus | Smart Mount (100) Animal Aquatic Recuperation | Commentary here. | |
Pearl Guard 20 23 23 Aquatic Only | Sacred Bodyguard (2) Formation Fighter (2) Poison Barbs (5) Aquatic | Commentary here. | |
Pelagian Shore Fighter 11 9 12 Coastal Fort Only | Poor Amphibian Sea Shape (Pelagian Shore Fighter) | Commentary here. | |
Sideraspist 13 19 16 Coastal Fort Only | Poor Amphibian Sea Shape (Sideraspist) | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Thaumas - Wondrous | 3431331 Sacred Cold Resistance (7) Shock Resistance (5) Pearl Cultivator (7) Supply Bonus (+10) Dominion Summons (Hippocampus) / 20 Aquatic | Commentary here. |
Source | Unit | Special Attributes | Comments |
---|---|---|---|
Pearl King Dominion Summons | Hippocampus / 20 | Smart Mount (100) Animal Aquatic Recuperation | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
EA Pelagia's better mages cannot go on land without Shambler Skin Armor, a Robe of the Sea, or an Amulet of the Fish. The real limiting factor of Pelagia's magic is that Pelagia has trouble getting onto shore at all, however, as there aren't many booster combinations that require both the miscellaneous slots and the armor slot to be filled. Being aquatic has its own benefits, however, such as easier access to the Bishop Fish for relatively-swift Throne-grabbing.
Pelagia does have Thaumas - Wondrous, who possesses 3431. This is an awkward array to have, since it's just shy of multiple thresholds, but he really is better than nothing.
No native access.
Thaumas needs only one empowerment to get to 4 for the grand ladder-climb; or he can forge the Tome of High Power when you reach Construction level 9. There is no way to have a Queen of Air underwater, however, so the climb ends at 6 unless Pelagia maintains a persistent presence on the Closed Realm. Without Thaumas, Pelagia's Air access is what it is.
Notably, Pelagia needs only Construction Level 5 (and Conjuration Level 8) to summon a Queen of Water, due to their 4 Pearl Kings. The only big Water booster out of Pelagia's reach (that only boosts Water) is the Orb of Atlantis.
1 is a sad path to have, almost completely unboostable without Empowerment. Oh well.
Like with Air, Thaumas can forge the Tome of High Power to get 4 at Conjuration Level 9. With the Starshine Skullcap, the book, and an empowerment, he can start forging the Ring of Sorcery and the Ring of Wizardry; or, if you're not patient enough for artifacts (or if you don't like Horror Marks, you can empower him twice for the task. Pelagia can get a good deal more Astral Pearls than other nations, due to its efficient Alchemy with Pearl Cultivation. By empowering themselves up to casting Wish, the Pelagians can then spend 100 to boost all of their magic paths by 1 at the same time.
No native access. A 3 with lungs or an air-breather can summon a Forest Troll Tribe, however; that can give the nation a 2 with a little luck, or a 1 otherwise, if the nation can maintain a lab on-shore.
Contact Naiad lets 31 mages (such as any of your Pearl Kings) get a 33 mage, and an amphibious one at that. A 12 mage with a Thistle Mace (such as a third of your Pearl Kings) can then craft a Moonvine Bracelet. Then the Naiad can craft the Treelord's Staff for 6. Unfortunately, 7 is unattainable without Empowerment, as the Treelords don't have arms.
No native access. Forest Troll Tribe has a 1-in-4 chance to give you a 1 Troll Shaman, however.
No native access. If you really want some Blood, but you don't have land provinces for bootstrapping… well, you'll need a land province to summon the 41 Treelord, so you better start working. That Treelord can't move, so you'll need a province with a decent population as well.
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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