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dom6:pelagia-ea

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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.

The more powerful of EA Pelagia's mages are aquatic and so cannot go on land. This limits access to summons that need to be on land, including ones useful for climbing paths or gaining new paths.

Flame

No national access. No simple summons.

Air

Both Pearl King (1 in 3) and Pearl Mage (1 in 4) can have air 11. Empowerment in Air is necessary, but with a Starshine Skullcap to create the unique Tome of High Power, at least one Air booster can be made before reaching air 44.

The hero, Thaumas - Wondrous, has air 33astral 33, can create the unique Tome of High Power. Otherwise, it is only one empowerment away from key path air 44.

Water

An easy climb to begin with, the Pearl King's water 44 makes it even easier. Especially since the Queen of Elemental Water can only be summoned underwater anyway.

Earth

earth 11 Pelagian Mermage (1 in 4) is the only recruitable Earth access. It does not have a useful crosspath.

Astral

astral 22 Pearl King (1 in 3) does not have any useful crosspaths and neither do any of the other mages who can get Astral.

The hero, Thaumas - Wondrous, has astral 33. Still doesn't have any useful crosspaths.

Death

No native access. A nature 33 amphibious mage can cast, on land, Forest Troll Tribe for at least death 11. Pelagian Mermage is the only natively Nature and amphibious mage.

Nature

water 33nature 11 Pearl Mage (1 in 4) or Pearl King can Contact Naiad, jumping up to nature 33. With an easy to make Thistle Mace, the nature 22 Pearl King (1 in 3) can make a Moonvine Bracelet. Given to the Naiad, she gets to fire 55 and the Treelord's Staff.

No easy access to any additional arms, so the Thistle Mace cannot be used at the same time as the Treelord's Staff.

Glamour

No native access. A earth 44 amphibious mage can cast, on land, Troll King's Court for at least glamour 11. Pelagian Mermage is the only natively Earth and amphibious mage.

A nature 33 amphibious mage can cast, on land, Forest Troll Tribe for at least 1 in 4 chance of glamour 11. Pelagian Mermage is the only natively Nature and amphibious mage.

Blood

No native access. A nature 55 amphibious mage can cast, on land, Awaken Treelord for at least 1 in 3 chance of blood 11. Pelagian Mermage is the only natively Nature and amphibious mage.

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.1712817602.txt.gz · Last modified: 2024/04/11 06:40 by johnnydown