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dom6:rlyeh-la

LA R'lyeh, Dreamlands

Lore

In ages past, a distant star inhabited by a great race of strange, alien beings was struck with an unimaginable catastrophe. The star fell from the heavens, breaking into tiny shards. One such shard fell through the Spheres and down upon the world.

The shard came to rest on the ocean floor and there a remnant of this great race adapted and survived. They multiplied and enslaved a race of fishlike humanoids by sheer strength of mind and conquered the underwater realms of the world. In the halls of R'lyeh the Starspawns, the Great Ones who survived the Fall opened a gate into the Void and unleashed its horrors upon the world. But the Void was not to be controlled even by the Starspawns. The very fabric of the Veil was weakened and madness struck the inhabitants of mighty R'lyeh.

Only the most powerful of the Starspawns were able to keep their minds intact. The Empire crumbled as insanity took the leaders and the former slaves and servants of the Empire were able to lift the yoke of R'lyeh.

But now a God is awakening, and it is a God Dreaming of the Void. The mind-breaking Dreams of the Sleeping God plague the inhabitants of coastal and underwater cities and with the Dreams come the horrors. Strange, cannibalistic cults worshiping the Void call them from Beyond. The Dreamlands of R'lyeh threaten to destroy the world.

All coastal forts of R'lyeh have a special well where women can submerge themselves in the hope of being impregnated by a Great One. However, most will be taken by Deep Ones instead and the women's offspring will be strange, fishlike humanoids instead of the noble Starchildren they wanted. These half-human hybrids are usually devoted to the cause of putting mankind below the sea and often join the army of R'lyeh free of charge.

"These two nations are heavily influenced by H.P. Lovecraft. While R'lyeh is closer to the Cthulhu mythos with Starspawns and strange beings from the stellar void, Atlantis is a nation of deep ones native to the depths. The early era is more heavily Lovecraftian, while the middle era is more influenced by fantasy concepts and ideas. Atlantis is another nation devastated at the end of the second era. Late Atlantis incorporates Inuit concepts apart from the earlier Lovecraftian elements.

R'lyeh is the other nation heavily influenced by the fiction of H.P. Lovecraft. While Atlantis represents the more tellurian aspects of the Cthulhu mythos, R'lyeh represents the stranger aspects and beings of the Lovecraftian universe. Starspawns, strange openings and beings of the Void are mixed with a bit of fantasy role-playing game clichés. The nation progresses from a D&D-ish nation of Aboleths to an insane nation of dreaming madmen, mutated lunatics and mind-defying void beasts. F’tagn." -Illwinter

General Overview

R'lyeh is the odd man out of the Late Ages. It's an Underwater nation. It has the only astral 44 mages in the era. In fact, its magic access is broader than before. And those are just the easy-to-understand differences!

The madness of R'lyeh is in its Popkill Dominion, which converts some of the Population each turn into raving lunatics who don't contribute to anything. A fair amount will become "free" troops; but no, they're not free, because most of them expect a monthly salary. The yearly upkeep is 0.8 Gold per goober, 1.6 Gold per random Priest/mage, or 4 Gold per Mad Deep One (who at least has some flexibility). Most of them are Mindless or Magic, so you can't even leave them in provinces as padding alongside the Province Defense. Some are Sacred, though. You can get Commanders, Priests, and possibly a mage or two from this "freespawn" to at least shuffle these guys around, provided that their Insanity doesn't interrupt them.

The Insanity of R'lyeh is tied to its Dominion as well. Each turn, Commanders within R'lyeh's Dominion go insane, as long as they aren't the Pretender God. This does not affect Magic Beings, so R'lyeh's infamous Starspawn aren't affected, but their best Commanders (the Traitor Princes who abandoned Middle Atlantis) are. Supposedly those without any Underwater Traits (other than perhaps Water Breathing) are less impacted by the Dominion; regardless, few players would dream of risking Insanity on their favorite commanders, so R'lyeh's Dominion is as much of a deterrent as it is a headache. It helps that some of R'lyeh's Insane may become Prohpets, even if R'lyeh already has one, and that the Insane from other nations may subvert their local provinces (in R'lyeh's favor).

Ultimately, R'lyeh is a strong nation (only barely different from Middle R'lyeh) with an anchor tied around its neck. If left completely alone, R'lyeh's Dominion will eventually crash its own economy, though when that will happen in Dominions 6 has yet to be tested; this will happen at a quicker rate than for its foes, as long as the crazed hordes can't successfully wash over the high-end late-age troops. Whether R'lyeh is a nuisance, or a serious dilemma, depends on how far the eclectic nation can spread and how many Thrones it can get early – and on how many Temples it builds, of course.

National Features

AQUATIC

Magic Access Alt. Access Unit Summary Core Abilities Buildings
astral 44 (Rare 5)
water 33
glamour 22 (Rare 3)
earth 11 (Rare 2)
nature 11
holy 22
Heroes
water 22astral 55glamour 11
water 33astral 44glamour 22
Summon
astral 44 (req. astral 33)
Atlantian and Oceanian Slaves
Hybrids
Illithids
Priests can summon Void Beings.
Aquatic
Amphibious
Slave
Darkvision
Spirit Sight
Magic Being
Void Sanity
Insane
Standard Forts

Capitol Gems: 3astralpearl1glamourgem

Magic Limit + 1
Sloth Limit + 1

The Void Gate: In the capital, a priest can enter the site to summon void monsters. See below for details.

Dreamlands: Dominion kills population. Creates dreamers and madmen, who eventually become void dreamers. Makes all non-Void Beings apart from the pretender insane. Humans in R'lyeh are slightly protected. Dreamlands also effects disciples, to a lesser extent.

National Units

Commanders

Image Unit Name Special Attributes Comments
Scout
35
1
1
Darkvision (50%)
Stealthy (50)
Amphibious
Commentary here.
Traitor Prince
110
43
1
Darkvision (50%)
Amphibious
Commentary here.
Illithid Lord
110
42
1
Task Master (2)
Void Sanity (10)
Blunt Resistant
Magic Being
Amphibious
Spirit Sight
Commentary here.
Void Cultist
40
1
1
Land Fort Recruit
holy 11random020%
Sacred
Stealthy (40)
Insane (10%)
Commentary here.
Slave Priest
65
1
1
holy 11
Sacred
Slave
Amphibious
Land Shape (Slave Priest)
Commentary here.
Star Child
115
1
2
Coastal Fort Recruit
astral 11rp 77
Stealthy (55)
Assassin (2)
Void Sanity (5)
Blunt Resistant
Amphibious
Spirit Sight
Commentary here.
Slave Mage
245
1
2
water 22astral 11random1100%rp 1313
Slave
Amphibious
Land Shape (Slave Mage)
Commentary here.
Starspawn
430
1
2
astral 22glamour 11holy 22random1100%rp 1313
Sacred
Void Sanity (10)
Void Summoning (3)
Blunt Resistant
Magic Being
Amphibious
Spirit Sight
Commentary here.
Starspawn
410
1
4
Capital Only
astral 33glamour 11random2100%
100%
10%
rp 1717
Void Sanity (10)
Blunt Resistant
Magic Being
Amphibious
Spirit Sight
Commentary here.
Hybrid Commander
70
19
1
Coastal Fort Recruit
Amphibious
Spirit Sight
Commentary here.

Troops

Image Unit Name Special Attributes Comments
Lobo Guard
5
1
2
Darkvision (100%)
Magic Being
Slave
Amphibious
Mindless
Commentary here.
Slave Trooper
9
2
6
Darkvision (100%)
Slave
Amphibious
Commentary here.
Slave Guardian
9
11
6
Darkvision (100%)
Slave
Amphibious
Commentary here.
Slave Trooper
9
2
6
Amphibious
Slave
Land Shape (Slave Trooper)
Commentary here.
Slave Trooper
9
1
6
Aquatic
Slave
Commentary here.
Slave Guardian
9
10
6
Amphibious
Slave
Land Shape (Slave Guardian)
Commentary here.
Slave Trooper
9
11
6
Aquatic
Slave
Commentary here.
Slave Guardian
9
10
6
Darkvision (100%)
Slave
Amphibious
Commentary here.
Meteorite Guard
13
33
16
Darkvision (100%)
Slave
Amphibious
Commentary here.
Shambler Thrall
20
1
22
Darkvision (50%)
Magic Being
Slave
Trample
Amphibious
Mindless
Commentary here.
Crab Hybrid
35
1
33
Darkvision (50%)
Aquatic
Commentary here.
Illithid
50
1
37
Void Sanity (10)
Blunt Resistant
Magic Being
Amphibious
Spirit Sight
Commentary here.
Illithid Soldier
50
42
37
Darkvision (100%)
Void Sanity (10)
Blunt Resistant
Magic Being
Amphibious
Spirit Sight
Commentary here.
Hybrid
12
3
21
Coastal Fort Only
Amphibious
Spirit Sight
Commentary here.
Hybrid Trooper
13
6
24
Coastal Fort Only
Amphibious
Spirit Sight
Commentary here.
Hybrid Soldier
14
19
26
Coastal Fort Only
Amphibious
Spirit Sight
Commentary here.

Heroes

Image Unit Name Special Attributes Comments
Cthugul - Stargazer
Earliest Arrival Turn (10)
water 22astral 55glamour 11holy 22rp 2121
Sacred
Task Master (3)
Void Sanity (10)
Void Summoning (10)
Blunt Resistant
Magic Being
Amphibious
Spirit Sight
Commentary here.
Auluudh - Aboleth
Earliest Arrival Turn (20)
water 33astral 44glamour 22rp 2323
Cold Resistance (5)
Task Master (3)
Eyes (4)
Void Sanity (15)
Magic Being
Aquatic
Spirit Sight
Aboleth
Twiceborn (Necrodai)
Commentary here.

Dominion Freespawn

Image Unit Name Special Attributes Comments
Mad Priest holy 11
Sacred
Ambidextrous (2)
Insane (25%)
Commentary here.
Mad Cultist holy 11random150%
Sacred
Insane (25%)
Commentary here.
Hybrid Cultist holy 11random040%
Sacred
Insane (10%)
Amphibious
Spirit Sight
Commentary here.
Cultist holy 11random030%
Sacred
Darkvision (50%)
Insane (25%)
Amphibious
Commentary here.
Cultist holy 11random020%
Sacred
Insane (10%)
Commentary here.
Madman Insane (25%)
Magic Being
Mindless
Commentary here.
Mad One Darkvision (50%)
Insane (25%)
Amphibious
Commentary here.
Mad Deep One Darkvision (50%)
Insane (25%)
Magic Being
Amphibious
Mindless
Commentary here.
Mad Merman Insane (25%)
Amphibious
Land Shape (Mad Merman)
Commentary here.
Mad Triton Insane (25%)
Aquatic
Commentary here.
Mad Hybrid Insane (25%)
Amphibious
Spirit Sight
Commentary here.
Deep One Dreamer Darkvision (100%)
Insane (10%)
Amphibious
Commentary here.
Merman Dreamer Insane (10%)
Amphibious
Land Shape (Merman Dreamer)
Commentary here.
Triton Dreamer Insane (10%)
Aquatic
Commentary here.
Human Dreamer Insane (10%) Commentary here.
Void Dreamer Stealthy (40)
Insane (75%)
Void Sanity (1)
Magic Being
Ethereal
Amphibious
Need Not Eat
Floating
Spirit Sight
Commentary here.
Void Herald Stealthy (40)
Glamour Manipulator (1)
Insane (25%)
Void Sanity (1)
Magic Being
Ethereal
Amphibious
Need Not Eat
Floating
Spirit Sight
Commentary here.

Void Gate

[Data from Dominions 5]

Summary:

  • One Astral mage may summon per turn.
  • The mage's chance of succeeding increases with each attempt, then resets when successful.
  • A higher Void Summoning Ability leads to stronger units summoned, and each successful attempt increases the ability.
  • The summons may attack the summoner, or the summoner may become Feebleminded, be lost completely, or go insane. Void Sanity offers some protection from the last two.

The Void Gate may be entered by one Astral mage per turn. (Even a mage from an enemy nation that's conquered the capital.) Each mage has at least a 20% chance to summon something, increasing by 20% for each attempt until something is summoned. Then it resets to 20%. The chance persists until the mage is killed.

If successful, what the unit summons is determined by this roll:
Summon Roll = Void Summoning Ability + 2d6 (not open)
If Astral Corruption is up: There's a 50% chance the roll is ignored. Instead, there's a 75% chance of a Horror attack and a 25% of Eater of Dreams.

Higher Summon Rolls are generally better. See the Gate Spawn Table below.

Looking at the Gate Spawn Table, a mage with a Void Summoning of two will not be attacked by Horrors. The highest result a mage can hope for is their Void Summoning Ability + 12, the most common result is Void Summoning Ability + 6 or 7.

AFTER the roll, the unit's summoning ability is increased by a value between .5 to 1.5. Only the rounded down value is displayed, but the extra .5 is still counted.

By default, there's a 20% chance the summons will attack the summoner. The chance of being attacked is multiplied by four if your nation isn't R'lyeh. If Astral Corruption is up: Increased chance of attack.

With each summon attempt, there's a 2% chance for the mage to become Feebleminded. There's also a chance of going insane or getting lost in time and space. The chance is 65% divided by the Void Sanity and rounded down. So a mage with Void Sanity of 10 has a 6% chance. The percentages are independent and so both can happen at once. If the mage goes insane, a value of d(65 / Void Sanity) (open roll) is added to their Insane value.

Gate Spawn Table

Although the summons are Sacred, there are generally too few to base a bless around.
Each summon has a 20% Chance to attack unless otherwise stated.

: Sacred, Poison Resistance (15), Blind Fighter (1), Void Sanity (20), Magic Being, Amphibious, Spirit Sight

Image Unit Name Special Attributes Comments
Horror Summon Roll (2 to 3) 100% Chance to Attack Commentary here.
Lesser Otherness x d6
Summon Roll (4 to 6)

Regeneration (10%)
Fire Resistance (15)
Cold Resistance (15)
Shock Resistance (15)
Slash Resistant
Blunt Resistant
Pierce Resistant
Trample
Need Not Eat
Mindless
A hard to kill regenerating slime with resistence to the main elements. Can also trample. Wreaks havoc in the enemy lines.
Vile Thing x d4
Summon Roll (6)
Commentary here.
Thing of Many Eyes x d3
Summon Roll (7)
Sacred
Fire Resistance (15)
Darkvision (100%)
Eyes (10)
Void Sanity (20)
Unsurroundable (5)
Immobile
Magic Being
Amphibious
Need Not Eat
Spirit Sight
Weakest of the spawn. Slow and only two weak tentacle attacks with no special damage type.
Thing From The Void x d3
Summon Roll (8)

Regeneration (25%)
Cold Resistance (15)
Shock Resistance (15)
Need Not Eat
Anotherr mediocre, slow unit. Has 3 tentacles and a Slime attack.
Elder Thing x d3
Summon Roll (9)

Paralyze on Death (10)
Need Not Eat
Free Illithids with no upkeep. Not only does it Mind Blast, it also punishes backline attackers with additional Paralyze Damage, stalling long enough for other units to make an offensive.
Formless Spawn x d4
Summon Roll (10)

Regeneration (10%)
Fire Resistance (5)
Slash Resistant
Blunt Resistant
Pierce Resistant
Need Not Eat
Mindless
Hard to kill regenerating slime. Stalls and crushes chaff.
Otherness x d4
Summon Roll (11)

Regeneration (10%)
Fire Resistance (15)
Cold Resistance (15)
Shock Resistance (15)
Slash Resistant
Blunt Resistant
Pierce Resistant
Trample
Need Not Eat
Mindless
A hard to kill regenerating slime with resistence to the main elements. Can also trample. Wreaks lots of havoc in the enemy lines.
Thing From Beyond x d3
Summon Roll (12)

Immobile
Ethereal
Need Not Eat
Like the Vile Thing, a defensive mind blaster and with 3 tentacles for melee combat.
Dweller-In-The-Deep x d2
Summon Roll (13)
40% Chance to Attack
Sacred
Cold Resistance (15)
Poison Resistance (15)
Shock Resistance (15)
Blind Fighter (1)
Void Sanity (20)
Poison Barbs (10)
Magic Being
Ethereal
Aquatic
Need Not Eat
Spirit Sight
Similar to Elder Things but can't leave the water. Has Poison Barbs and Life Drain + paralyze attack for defense.
Greater Otherness x d4
Summon Roll (14)

Regeneration (10%)
Fire Resistance (15)
Cold Resistance (15)
Shock Resistance (15)
Slash Resistant
Blunt Resistant
Pierce Resistant
Trample
Need Not Eat
Mindless
A hard to kill regenerating slime with resistence to the main elements. Can also trample. Wreaks lots of havoc in the enemy lines.
Thing That Should Not Be
Summon Roll (15)
Sacred
Cold Resistance (15)
Fear (5)
Blind Fighter (1)
Void Sanity (20)
Magic Being
Amphibious
Spirit Sight
Commentary here.
Vastness
Summon Roll (16)
astral 33rp 1111

Cold Resistance (15)
Shock Resistance (15)
Damage Reversal (14 vs. MR)
Innate Spellcaster (1)
Unsurroundable (10)
Affliction Resistance (99)
Ethereal
Teleporter
Storm Immunity
Need Not Eat
Spiritform
One of the greatest terrors to come out the gate. A monstrous creature that starts fights with 4 mind blasts, then blinks around the battlefield and attacks with its strength stealing melee attacks, having Damage Reversal for protection.
Greater Otherness
Summon Roll (17)
See Above.
Shubejc - Visitor
Summon Roll (18)
If already summoned, get
Greater Otherness instead.
air 11astral 44rp 1515
Unique
Cold Resistance (15)
Poison Resistance (15)
Shock Resistance (15)
Blind Fighter (1)
Void Sanity (20)
Unsurroundable (1)
Magic Being
Ethereal
Teleporter
Amphibious
Need Not Eat
Spirit Sight
Not much of a fighter but Ethereal protects him. Adds Air to communions. Teleporter is its true power. Able to ferry gear and gems to your front line. Can also do light raiding if paired with a Vastness
Greater Otherness
Summon Roll (19)
See Above.
Vastness
Summon Roll (20)
See Above.
Greater Otherness x d2
Summon Roll (21+)
See Above.

Provided by user iRFNA1)

National Spells and Items

National Spells

Summons

Ritual

Summon Spell Unit Special Attributes Comments
Contact Void Spectre
(Conjuration 6)
astral 33 and 25astralpearl

Void Spectre
astral 44rp 1313
Cold Resistance (15)
Poison Resistance (25)
Darkvision (100%)
Stealthy (+70)
Fear (+5)
Void Sanity (20)
Void Summoning (+10)
Insanify Province (30)
Undead
Magic Being
Ethereal
Amphibious
Need Not Eat
Floating
Spirit Sight
Spiritform
Commentary here.

Other Spell

  • Dreams of R'lyeh (Thaumaturgy 6)
    astral 33glamour 11 and 4astralpearl
    Commentary here.

National Items

  • Anemone Mace (Construction 3)
    water 11 and 5watergem
    Commentary here.
  • Jellyberd (Construction 7)
    fire 11astral 11 and 5firegem5astralpearl
    Commentary here.

Discount Item

  • Armor of Meteoritic Iron (Construction 5)
    earth 11astral 11 and 4earthgem4astralpearl
    Commentary here.

Magic Access

Magic Boosting

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

Multi-Path Boosters

Ring of Sorcery
astral 44 Starspawn (Capital) (7 in 16) or the hero, Auluudh - Aboleth +
astral 55 The hero, Cthugul - Stargazer +

Ring of Wizardry
astral 44 Starspawn (Capital) (7 in 16) or the hero, Auluudh - Aboleth + Ring of Sorcery +
astral 55 The hero, Cthugul - Stargazer + Ring of Sorcery +

Fire

No National Access.

Air

No National Access.

Water

Highest Starting: water 33 Slave Mage (1 in 4)

Trident from Beyond Unique
water 22astral 22 Slave Mage (1 in 4) +
water 33astral 11 Slave Mage (1 in 4) +

Orb of Atlantis Unique
water 22earth 11 Slave Mage (1 in 4) +

Earth

Highest Starting: earth 11 Slave Mage (1 in 4), Starspawn (1 in 4), or Starspawn (Capital) (7 in 16). earth 22 Starspawn (Capital) (1 in 16).

Summon Bluecap
earth 11glamour 11 Starspawn (1 in 4) or Starspawn (Capital) (7 in 16) +
Bluecap has earth 22.

Astral

Highest Starting: astral 44 Starspawn (Capital) (7 in 16). astral 55 Starspawn (Capital) (1 in 16). The hero, Cthugul - Stargazer, has astral 55, and the hero, Auluudh - Aboleth has astral 44.

Coin of Meteoritic Iron
astral 22earth 11 Starspawn (1 in 4) +
astral 33earth 11 Starspawn (Capital) (1 in 16) +

The Trapped Dreams of Hruvur Unique
astral 33glamour 22 Starspawn (Capital) (7 in 16) +
astral 55glamour 11 The hero, Cthugul - Stargazer +
astral 44glamour 22 The hero, Auluudh - Aboleth +

Death

No National Access.

Forest Troll Tribe
nature 11 Slave Mage (1 in 4) +
Troll Shaman have at least death 11.

Nature

Highest Starting: nature 11 Slave Mage (1 in 4)

Moonvine Bracelet
astral 11nature 11 Slave Mage (1 in 4) +

Contact Naiad
water 22nature 11 Slave Mage (1 in 4) +
Naiad has nature 33.

Summon Gnome
earth 11glamour 11 Starspawn (1 in 4) or Starspawn (Capital) (7 in 16) +
Gnome has nature 22

Glamour

Highest Starting: glamour 22 Starspawn (1 in 4) or Starspawn (Capital) (7 in 16). glamour 33 Starspawn (Capital) (1 in 16).

Mirage Crystal
earth 11glamour 11 Starspawn (1 in 4) or Starspawn (Capital) (7 in 16) +

The Trapped Dreams of Hruvur Unique
astral 33glamour 22 Starspawn (Capital) (7 in 16) +
astral 55glamour 11 The hero, Cthugul - Stargazer +
astral 44glamour 22 The hero, Auluudh - Aboleth +

Blood

No National Access.

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/rlyeh-la.txt · Last modified: 2024/07/25 17:48 by fenrir