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dom6:rlyeh-ma

MA R'lyeh, Fallen Star

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. R'lyeh, the Sunken City, is a mind-defying place built under the sea with an architecture unlike any known to man. In the halls of R'lyeh the Starspawns, the Great Ones who survived the Fall, plan the re-emergence of their Great Race. The Starspawns are powerful mages with great knowledge of distant stars and all of the Great Race are powerful mindcrafters. 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….

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

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
astral 44 (Rare 5, 6)
water 33 (Rare 4)
earth 11 (Rare 2, 3)
nature 11
glamour 11 (Rare 2, 3)
holy 22
Heroes
water 22astral 55glamour 11
water 55
water 33astral 44glamour 22
Summon
air 11astral 44 (Void Gate)
Atlantian and Oceanian Slaves
Hybrids
Illithids
Priests can summon Void Beings.
Aquatic
Amphibious
Slave
Darkvision
Spirit Sight
Land Shape / Sea Shape
Void Sanity
Standard Forts

Capitol Gems: 2watergem3astralpearl

Magic Limit + 1

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

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.
Slave Priest
65
1
1
holy 11
Sacred
Slave
Amphibious
Land Shape (Slave Priest)
Commentary here.
Star Child
115
1
2
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
385
1
4
water 11astral 22holy 22random1100%rp 1313
Void Sanity (10)
Void Summoning (3)
Blunt Resistant
Magic Being
Amphibious
Spirit Sight
Commentary here.
Starspawn
385
1
4
Capital Only
water 11astral 33holy 22random2100%
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.

Heroes

Image Unit Name Special Attributes Comments
Cthugul - Stargazer
Earliest Arrival Turn (10)
Sacred
water 22astral 55glamour 11holy 22rp 2121
Task Master (3)
Void Sanity (10)
Void Summoning (10)
Blunt Resistant
Magic Being
Amphibious
Spirit Sight
Commentary here.
Shadhul Ummush - Traitor King
Earliest Arrival Turn (10)
water 55rp 1515
Cold Resistance (9)
Darkvision (50%)
Water Breathing (120)
Amphibious
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.

National and Discount Items

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
    Full Plate Mail that provides +3 Magic Resistance but is somehow even heavier than the regular stuff. It frees up an item slot that would otherwise hold a Magic Resistance item, and its HP bonus of 6 is pretty decent. This isn't something you'd typically put on your mages, due to their already-enormous Magic Resistance (twenty for the big Starspawn) and the 10 Spellcasting Encumbrance this item "provides".

Magic Access

General Access

The Elements

  • No Fire magic.
  • No Air magic.
  • water 33 on one-in-four Slave Mages
  • earth 22 on just under one-in-fourteen Starspawn (capital-only), earth 11 on one-in-four mages off-capital

The Sorceries

  • astral 55 on just under one-in-fourteen Starspawn (capital-only), astral 22 on one-in-four mages off-capital
  • No Death magic.
  • nature 11 on one-in-four Slave Mages
  • glamour 22 on just under one-in-fourteen Starspawn (capital only), glamour 11 on one-in-four Starspawn off-capital

The Rites

  • No Blood magic.
  • holy 22 on Starspawn (the ones with less Astral magic)

Crosspaths

  • water 11earth 11astral 33glamour 11: Curse, Mind Blank, Communion plugs, Abominations, various useful items, neat tricks with Empowerment
  • water 22astral 11nature 11: Healing Light, Mossbody, Water Animals, Naiads, Foul Vapors

The exact odds for two random paths to line up on a capital-only Starspawn (water 11astral 55, water 33astral 33, water 11earth 22astral 33, water 11astral 33glamour 22, etc.) are 9/128 each, just over 7%. The chance of having one of the random paths be ideal (having astral 44, for example) is a little over 45%.

A lot of the crosspath magic for R'lyeh is found on-land, and is not mentioned here; for example, you can't drop meteors underwater.

Magic Boosting

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

Fire

No National Access.

Air

No National Access.

Water

water 33 Slave Mage is the likeliest water 33 to get. A earth 11 Slave Mage, with two easy to get Water boosters, can attempt the unique Orb of Atlantis.

The hero, Shadhul Ummush - Traitor King, and the hero, Auluudh - Aboleth, have water 55 and water 33, respectively. Neither have useful crosspaths. (Not that they are necessary.)

Earth

earth 22 Starspawn (1 in 16) (capital only), is the best starting place. earth 11 mages, the only alternative, need a level of empowerment. The Earth and Astral crosspaths mean the unique Atlas of Creation is technically possible, but realistically not. (Most of MA R'lyeh's mages don't have feet to wear Earth Boots.)

Astral

astral 44 Starspawn (7 in 16) or astral 55 (1 in 16) (capital only), means starting pretty high in Astral. earth 22 Starspawn (1 in 16) (capital only) can make a Coin of Meteoritic Iron. Get it to earth 55astral 55 and it can attempt the unique Atlas of Creation. glamour 22 Starspawn (1 in 16) (capital only) with one Astral booster and two Glamour boosters can attempt the unique The Trapped Dreams of Hruvur.

The hero, Cthugul - Stargazer, has astral 55. The hero, Auluudh - Aboleth, has astral 44, and with two Glamour boosters, can attempt the unique The Trapped Dreams of Hruvur.

Death

No National Access. nature 33, (hard to get to), can cast Forest Troll Tribe for at least death 11.

Nature

nature 11 Slave Mage (1 in 4) is the only option. With two Nature boosters, it can make Moonvine Bracelets. With one Water booster, it can Contact Naiad for an nature 33 mage.

Glamour

glamour 22 Starspawn (1 in 16) (capital only). With one Astral booster and two Glamour boosters can attempt the unique The Trapped Dreams of Hruvur. A earth 11glamour 11 Starspawn (2 in 16) (capital only) with one Earth booster and two Glamour boosters, can make a Mirage Crystal.

The hero, Cthugul - Stargazer, has glamour 11. The hero, Auluudh - Aboleth, has glamour 22. With two Glamour boosters, it can attempt the unique The Trapped Dreams of Hruvur.

Blood

No National Access. nature 55, (very hard to get to), can Awaken Treelord for a 1 in 3 chance of a stationary blood 11.

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-ma.txt · Last modified: 2024/07/09 03:48 by johnnydown