Table of Contents
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 |
|---|---|---|---|---|
| | Heroes Summon | Atlantian and Oceanian Slaves Hybrids Illithids Priests can summon Void Beings. | | |
**Capitol Gems: **2
3
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 | | Commentary here. |
| Traitor Prince | | Commentary here. |
| Illithid Lord | | Commentary here. |
| Slave Priest | | Commentary here. |
| Star Child | | Commentary here. |
| Slave Mage | | Commentary here. |
| Starspawn | | Commentary here. |
| Starspawn | 100% 10% | Commentary here. |
| Hybrid Commander | | Commentary here. |
Troops
| Image | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Lobo Guard | | Commentary here. |
| Slave Trooper | | Commentary here. |
| Slave Guardian | | Commentary here. |
| Slave Trooper | | Commentary here. |
| Slave Trooper | | Commentary here. |
| Slave Guardian | | Commentary here. |
| Slave Trooper | | Commentary here. |
| Slave Guardian | | Commentary here. |
| Meteorite Guard | | Commentary here. |
| Shambler Thrall | | Commentary here. |
| Crab Hybrid | | Commentary here. |
| Illithid | | Commentary here. |
| Illithid Soldier | | Commentary here. |
| Hybrid | | Commentary here. |
| Hybrid Trooper | | Commentary here. |
Heroes
| Image | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Cthugul - Stargazer Earliest Arrival Turn (10) | | Commentary here. |
| Shadhul Ummush - Traitor King Earliest Arrival Turn (10) | | Commentary here. |
| Auluudh - Aboleth Earliest Arrival Turn (20) | Eyes (4) Aboleth | Commentary here. |
National and Discount Items
National Items
- Anemone Mace
(Construction 3)
1 and 5
Commentary here. - Jellyberd
(Construction 7)
1
1 and 5
5
Commentary here.
Discount Item
- Armor of Meteoritic Iron
(Construction 5)
1
1 and 4
4
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.
3 on one-in-four Slave Mages
2 on just under one-in-fourteen Starspawn (capital-only),
1 on one-in-four mages off-capital
The Sorceries
5 on just under one-in-fourteen Starspawn (capital-only),
2 on one-in-four mages off-capital- No Death magic.
1 on one-in-four Slave Mages
2 on just under one-in-fourteen Starspawn (capital only),
1 on one-in-four Starspawn off-capital
The Rites
- No Blood magic.
2 on Starspawn (the ones with less Astral magic)
Crosspaths
1
1
3
1: Curse, Mind Blank, Communion plugs, Abominations, various useful items, neat tricks with Empowerment
2
1
1: Healing Light, Mossbody, Water Animals, Naiads, Foul Vapors
The exact odds for two random paths to line up on a capital-only Starspawn (
1
5,
3
3,
1
2
3,
1
3
2, etc.) are 9/128 each, just over 7%. The chance of having one of the random paths be ideal (having
4, 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
3 Slave Mage is the likeliest
3 to get. A
1 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
5 and
3, respectively. Neither have useful crosspaths. (Not that they are necessary.)
Earth
2 Starspawn (1 in 16) (capital only), is the best starting place.
1 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
4 Starspawn (7 in 16) or
5 (1 in 16) (capital only), means starting pretty high in
Astral.
2 Starspawn (1 in 16) (capital only) can make a Coin of Meteoritic Iron. Get it to
5
5 and it can attempt the unique Atlas of Creation.
2 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
5. The hero, Auluudh - Aboleth, has
4, and with two
Glamour boosters, can attempt the unique The Trapped Dreams of Hruvur.
Death
No National Access.
3, (hard to get to), can cast Forest Troll Tribe for at least
1.
Nature
1 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
3 mage.
Glamour
2 Starspawn (1 in 16) (capital only). With one
Astral booster and two
Glamour boosters can attempt the unique The Trapped Dreams of Hruvur. A
1
1 Starspawn (2 in 16) (capital only) with one
Earth booster and two
Glamour boosters, can make a Mirage Crystal.
The hero, Cthugul - Stargazer, has
1. The hero, Auluudh - Aboleth, has
2. With two
Glamour boosters, it can attempt the unique The Trapped Dreams of Hruvur.
Blood
No National Access.
5, (very hard to get to), can Awaken Treelord for a 1 in 3 chance of a stationary
1.
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
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Weaknesses
What are the nation's weaknesses?
See More
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