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dom6:pelagia-ea

EA Pelagia, Pearl Kings

Lore

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

General Overview

If you are considering picking this nation to play, what should you know?

National Features

AQUATIC

Magic Access Alt. Access Unit Summary Core Abilities Buildings
water 44 (Rare 5)
astral 22 (Rare 3)
nature 22 (Rare 3)
air 11 (Rare 2)
earth 11
holy 33 in Sea
holy 11 on Land
Hero
air 33water 44astral 33nature 11holy 33
Aquatic Tritons
Amphibious Mermen
Light, Medium, Sacred, and Aquatic Infantry
Aquatic
Amphibious
Pearl Cultivator
Poison Barbs
Standard Forts

Capitol Gems: 4watergem2naturegem

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.

National Units

Commanders

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
holy 11
Sacred
Amphibious
Land Shape (Merman Priest)
Commentary here.
Pearl Clan Priest
115
2
2
Aquatic Only
holy 22
Sacred
Aquatic
Commentary here.
Pelagian Mermage
135
1
2
water 11random1100%rp 99
Amphibious
Land Shape (Pelagian Mermage)
Commentary here.
Pearl Mage
275
1
2
Aquatic Only
water 22astral 11nature 11random1100%rp 1515
Pearl Cultivator (3)
Supply Bonus (+10)
Aquatic
Commentary here.
Ichtyid Pearl Mage
110
4
2
Capital Only
water 11astral 11rp 77
Amphibious
Commentary here.
Pearl King
695
8
4
Capital Only
Aquatic Only
water 44astral 11nature 11holy 33random1100%
10%
rp 1919
Sacred
Cold Resistance (7)
Pearl Cultivator (5)
Supply Bonus (+10)
Dominion Summons (Hippocampus) / 20
Aquatic
Commentary here.

Troops

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.

Hero

Image Unit Name Special Attributes Comments
Thaumas - Wondrous air 33water 44astral 33nature 11holy 33rp 3131
Sacred
Cold Resistance (7)
Shock Resistance (5)
Pearl Cultivator (7)
Supply Bonus (+10)
Dominion Summons (Hippocampus) / 20
Aquatic
Commentary here.

Freespawn

Source Unit Special Attributes Comments
Pearl King
Dominion Summons

Hippocampus / 20
Smart Mount (100)
Animal
Aquatic
Recuperation
Commentary here.

Discounted Items

  • Coral Blade (Construction 3) water 11 and 4watergem
  • Clam of Pearls (Construction 3) water 11nature 11 and 4watergem4naturegem

Magic Access

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

Recruits

Elements:

  • No Fire magic
  • air 11 on around 1-in-3 Pearl Kings (capital only), and on 1-in-4 mages off-capital
  • water 44 on Pearl Kings (capital only), water 33 on 1-in-4 Pearl Mages in other seas, and water 11 on-land
  • earth 11 on 1-in-4 Merman Mages, both on-land and in the sea

Sorceries:

  • astral 22 on around 1-in-3 Pearl Kings (capital only) and 1-in-4 Pearl Mages in other seas, uncommon astral 11 on-land
  • No Death magic
  • nature 22 on around 1-in-3 Pearl Kings (captial only) and 1-in-4 Pearl Mages in other seas, uncommon nature 11 on-land
  • No Glamour magic

Others:

  • No Blood magic
  • holy 33 on Pearl Kings (capital only), holy 22 in other seas, holy 11 on-land

Advanced Access

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 air 33water 44astral 33nature 11. This is an awkward array to have, since it's just shy of multiple thresholds, but he really is better than nothing.

Fire

No native access.

Air

Thaumas needs only one empowerment to get to air 44 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 air 66 unless Pelagia maintains a persistent presence on the Closed Realm. Without Thaumas, Pelagia's Air access is what it is.

Water

Notably, Pelagia needs only Construction Level 5 (and Conjuration Level 8) to summon a Queen of Water, due to their water 44 Pearl Kings. The only big Water booster out of Pelagia's reach (that only boosts Water) is the Orb of Atlantis.

Earth

earth 11 is a sad path to have, almost completely unboostable without Empowerment. Oh well.

Astral

Like with Air, Thaumas can forge the Tome of High Power to get astral 44 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 100astralpearl to boost all of their magic paths by 1 at the same time.

Death

No native access. A nature 33 with lungs or an air-breather can summon a Forest Troll Tribe, however; that can give the nation a death 22 with a little luck, or a death 11 otherwise, if the nation can maintain a lab on-shore.

Nature

Contact Naiad lets water 33nature 11 mages (such as any of your Pearl Kings) get a water 33nature 33 mage, and an amphibious one at that. A astral 11nature 22 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 nature 66. Unfortunately, nature 77 is unattainable without Empowerment, as the Treelords don't have arms.

Glamour

No native access. Forest Troll Tribe has a 1-in-4 chance to give you a glamour 11 Troll Shaman, however.

Blood

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 nature 44blood 11 Treelord, so you better start working. That Treelord can't move, so you'll need a province with a decent population as well.

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/pelagia-ea.txt · Last modified: 2024/04/11 14:58 by fenrir