![]() They may break this Seal (with the spell Unleash Imprisoned Ones) in the lore, they do this to gain short-term power to win a war, at the sacrifice of their civilization in the long term.Īgarthan units are mostly Pale Ones, clumsy one-eyed creatures larger than humans. The Agarthans are guardians of the Seal, a chamber deep within their caves that seals away the spirits of fallen gods. Their limited magic access – mostly Earth with a bit of Fire, Water, and Death – leaves them without mobility and utility from the other paths. Their siege bonus allows the slow-moving Agarthan army to crack forts in one round before moving on to the next.Īt its weakest, EA Agartha's clumsy Pale Ones will find themselves cut down by superior troops of other nations their high hp total doesn't matter if they can't hit anything and are always hit themselves. Summons like Magma Children and Umbrals provide killing power that the Pale Ones lack, while large enemy armies can be battered with Earthquakes. Their clumsiness doesn't matter, since opponents find themselves rooted to the ground by spells like Earth Meld or paralyzed by Giant Olms. They can also recruit Ancient Ones, sacred giant Pale Ones, from any fort.Īt its strongest, EA Agartha presents its opponents with a formidable wall of Pale Ones, able to endure magic and arrows, fortified by earth magic. They can recruit Olms, sacred mindblasting worm-creatures, from their capital and any cave. They are arguably the most dedicated Earth nation in the game, with E4 mages from their capital and E2 available elsewhere they otherwise have access to Fire, Water, and Death.ĮA Agartha has access to a variety of national summons in Fire, Earth, Water, and Death. ![]() All Pale Ones are amphibious, need not eat, and excel at tearing down forts. The Oracles are gathered in a great, cavernous hall where they divine the fate of the Pale Ones.ĮA Agartha is a nation of Pale Ones, a slow and clumsy race that excels at enduring punishment but has trouble hitting enemies and avoiding attacks. The wisest of the Ancient Ones are known as the Oracles, priest-mages of great power. Pale Ones never stop growing and ancient ones can grow to huge proportions. The Pale Ones are gifted with perfect darkvision and gills and inhabit underwater rivers and lakes as well as cavernous halls. Untouched by the sun, they have become known to humans as the Pale Ones. In dark caverns under the Roots of the Earth a strange kind of one-eyed humanoids has evolved. I wanted a sense of loss to permeate the nation. Surviving oracles cling to memories of a glorious past unable to stop the unavoidable disappearance of their ancient race. Agartha is perhaps the most tragic of the nations in Dominions. Think of opulent halls adorned with riches of the deeper earth in which reside ancient bloated oracles with pallid skins ruling their kin with increasing desperation desperation because their proud race is dying. ![]() ![]() Old ideas of a race of pale, cave-dwelling humanoids from my ideas of the game “Shepherds of Creation” completed the conglomerate. "Agartha is inspired by fantasy RPG's in general, and an Earth Dawn setting of my brother's imagination, ripe with mummified ancestors entombed in ancient cavern halls, in particular. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |