Pelagia was the first kingdom to form in the deeps. It is a nation of Tritons, humanoid beings with fin-like legs. Ruled by powerful Triton priest-kings, it dominated much of the seas. After the devastating event that shattered the ocean depths, Pelagia quickly recovered. R'lyeh was destroyed and reformed under a strange race and Atlantis lost much of its former power when their basalt cities toppled and their kings were buried under broken pillars. Pelagia on the other hand was never dependent on the deeper seas and the Fallen Star did not touch their home. The Triton kingdom survived and evolved. The Triton Kings of earlier times lost much of their priestly authority. Respected, but not worshiped like divine beings, they turned themselves from their lesser kin. Now they rule in name only, looking inwards and trying to master the secrets of the seas. The tribal divisions of the kingdom have lessened over time and the Shark Tribe and the Turtle Tribe are now part of the greater Pelagian culture. The mermen and their coastal traders have found other partners since the destruction of Berytos, but they are still an important part of the Pelagian economy, and they have brought bronze to the deeps. Now Pelagian soldiers have abandoned the crude armor of earlier times and fight in armor of gleaming bronze. The earlier contact with Berytos and Therodos has kindled an interest in Telkhine secrets and lore. With the final rest of Therodos the secrets of the Telkhines have become available to the Pelagian sages.
"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…" -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 2 (Rare 3) 2 (Rare 3) 1 2 | 2321100% 10% (req. 31) 1121100% 10% (req. 13 | Aquatic Tritons Amphibious Mermen Light and Heavy Infantry Sacred Aquatic Knights | Aquatic Amphibious Land Shape Pearl Cultivator | Standard Forts |
Capitol Gems: 41
Order Limit + 1
Productivity Limit + 1
When Merman shift to land form, they switch Amphibious with Poor Amphibian. It has no practical effect.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Merman Scout 35 4 1 | Stealthy (50) Amphibious Land Shape (Merman Scout) | Commentary here. | |
Wave Lord 55 21 1 | Amphibious Land Shape (Wave Lord) | Commentary here. | |
Pelagian Captain 55 26 1 | Aquatic | Commentary here. | |
Amber Clan Noble 110 36 1 | Aquatic | Commentary here. | |
Merman Priest 65 1 1 Coastal Fort Recruit | 1 Sacred Amphibious Land Shape (Merman Priest) | Commentary here. | |
Amber Clan Priest 90 2 1 | 1 Sacred Aquatic | Commentary here. | |
Pearl Clan Priest 115 2 2 | 2 Sacred Aquatic | Commentary here. | |
Pelagian Mermage 135 1 2 | 11100%9 Amphibious Land Shape (Pelagian Mermage) | Commentary here. | |
Pelagian Mystic 180 3 4 | 1111100%15 Amphibious Land Shape (Pelagian Mystic) | Commentary here. | |
Pearl Mage 245 1 2 | 211100%13 Pearl Cultivator (3) Aquatic | Commentary here. | |
Amber Clan Mage 255 1 2 Coastal Fort Recruit | 121100%13 Aquatic | Commentary here. | |
Triton Prince 260 54 2 Capital Only | Sacred Skilled Rider (3) Aquatic Recuperation | Commentary here. | |
Armored Sacred Hippocampus | Sacred Smart Mount (100) Animal Aquatic Recuperation | Commentary here. | |
Conqueror of the Closed Realm 185 32 2 Capital Only | 11100%7 Sacred Amphibious Land Shape (Conqueror of the Closed Realm) | Commentary here. | |
Triton King 545 7 4 | Sacred 42100% 100% 10%17 Cold Resistance (10) Pearl Cultivator (4) Aquatic Dominion Monster Summoner (Hippocampus / 20) | Commentary here. | |
Merman Commander 55 30 1 Coastal Fort Recruit Only | Amphibious Formation Fighter (2) Land Shape (Merman Commander) | Commentary here. | |
Daduchos 95 2 4 Temple Required Coastal Fort Recruit Only | 11100%11 Amphibious Land Shape (Daduchos) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Pelagian Militia 8 2 5 | Aquatic | Commentary here. | |
Merman 10 3 9 | Amphibious Land Shape (Merman) | Commentary here. | |
Pelagian Soldier 10 21 9 | Aquatic | Commentary here. | |
Wave Warrior 13 20 16 | Amphibious Land Shape (Wave Warrior) | Commentary here. | |
Coral Clan Hoplite 13 27 16 | Formation Fighter (2) Aquatic | Commentary here. | |
Amber Clan Guard 14 35 18 | Aquatic | Commentary here. | |
Champion of the Closed Realm 23 30 27 Capital Only | Sacred Amphibious Land Shape (Champion of the Closed Realm) | Commentary here. | |
Knight of the Deeps 70 47 58 Capital Only | Sacred Skilled Rider (2) Aquatic Recuperation | Commentary here. | |
Armored Sacred Hippocampus | Sacred Smart Mount (100) Animal Aquatic Recuperation | Commentary here. | |
Merman Hoplite 13 29 16 Coastal Fort Recruit Only | Amphibious Formation Fighter (2) Land Shape (Merman Hoplite) | Commentary here. | |
Apostate of the Closed Realm 15 21 21 Temple Required Coastal Fort Recruit Only | Amphibious Land Shape (Apostate of the Closed Realm) | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Hekateride (Conjuration 5) 13 and 30 | Hekateride | 2321100% 10%17 Sacred Poison Resistance (5) Awe (+6) Inspirational (2) Supply Bonus (+60) Reduces Unrest (-3 per Month) Magic Being Amphibious Recuperation Female | Commentary here. |
Summon Daktyl (Conjuration 6) 13 and 30 | Daktyl | 1121100% 10%15 Sacred Master Smith (1) Magic Being Amphibious | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
An Amber Clan Mage, with 13, if brought to 44, can make a Staff of Elemental Mastery. The Fire boosters are difficult to get, though.
13, (a 2 Triton King (1 in 9) with a Nature booster), can Summon Hekateride, useful in a few situations.
13, (a 2 Pelagian Mystic (1 in 4) with an Earth booster), can Summon Daktyl, also useful in a few situations.
1 Daduchos or Amber Clan Mage, neither have useful crosspaths.
2 Triton King (1 in 9) or Pelagian Mystic (1 in 4). There are many MA Pelagia mages with 11, who, with an Astral booster and an Air booster, can attempt the unique Tome of High Power.
4 Triton King is the strongest Water mage available. There are multiple mages with 21 who, with two Water boosters, can attempt the unique Orb of Atlantis.
A Hekateride with 1 (1 in 4) and two Water boosters can attempt the unique Orb of Atlantis. A Daktyl with the right boosters can also attempt the unique Orb of Atlantis. With enough Water boosters, which is doable, can cast Streams from Hades.
2 Pelagian Mystic (1 in 4) is the strongest Earth mage available. The Air crosspath could potentially make a Staff of Elemental Mastery, but increasing that much in Air is difficult.
A Hekateride with 1 (1 in 4) and an Earth booster can attempt the unique The Tome of Gaia.
Tritons cannot wear Earth Boots because they have no feet. Mermen can only wear them when on land.
2 Triton King or Pearl Mage (1 in 4). There are many MA Pelagia mages with 11, who, with an Astral booster and an Air booster, can attempt the unique Tome of High Power. A Pelagian Mystic with 1, an Astral booster and an Earth booster, can make the Coin of Meteoritic Iron. Another Astral booster and it can cast Golem Construction. Potentially, MA Pelagian mages could attempt the uniques Atlas of Creation and The Forbidden Light. Increasing that many magic paths in those paths is difficult.
No Recruitable Access As noted above, 13 can summon a 1 Daktyl (1 in 5). With an Earth booster it can cast Hidden Underneath.
2 Triton King (1 in 9) can Contact Naiad. An 11 Triton King (2 in 9), with a Nature booster and a level of empowerment, can make a Moonvine Bracelet.
A Hekateride with 1 (1 in 4) and an Earth booster can attempt the unique The Tome of Gaia.
13 can make The Copper Arm so a mage can hold an additional Nature booster.
No National Access 4 can cast Troll King's Court for a 1.
3 can cast Forest Troll Tribe for a 1 in 4 chance of a 1.
No National Access 5 can Awaken Treelord for a 1 in 3 chance of 1.
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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