During the Middle Age, Agarthans are growing lesser in number and humans have moved to the caverns.
National Features
Units
Agarthan Light Infantry
Gold
10
Resources
10
Hit Points
10
Strength
10
Protection
9
Attack Skill
10
Morale
10
Defence Skill
13
Magic Resistance
10
Precision
8
Encumberance
5
Move
2/10
Traits
Darkvision(50)
Armor
Full Leather Armor, Iron Cap, Shield
Weapons
Short Sword
Description
"Light infantry equipped with light armor, shields and short swords. They have partial darkvision."
Comments
Not particularly good for mid- or late-game strategies, but a good unit for hording to take on independents early. They are useless in the face of cavalry.
Agarthan Infantry
Gold
10
Resources
22
Hit Points
10
Strength
10
Protection
14
Attack Skill
10
Morale
10
Defence Skill
13
Magic Resistance
10
Precision
8
Encumberance
7
Move
1/8
Traits
Darkvision(50)
Armor
Chain Mail Hauberk, Iron Cap, Kite Shield
Weapons
Short Sword
Description
"Infantry equipped with chainmail,kite shields and short swords. They have partial darkvision."
Comments
Agarthan Heavy Infantry
Gold
10
Resources
27
Hit Points
10
Strength
10
Protection
17
Attack Skill
10
Morale
10
Defence Skill
12
Magic Resistance
10
Precision
8
Encumberance
8
Move
1/7
Traits
Darkvision(50)
Armor
Full Chain Mail, Half Helmet, Kite Shield
Weapons
Short Sword
Description
"Heavy infantry equipped with heavy chainmail,kite shields and short swords. They have partial darkvision."
"In dark caverns under the Roots of the Earth a strange race of one-eyed humanoids has evolved. Untouched by the sun, they have become known to humans as the Pale Ones. Pale Ones are gifted with perfect darkvision and gills. They inhabit underwater rivers and lakes as well as cavern halls. With the coming of the New God, the Pale Ones have emerged from the depths of the earth to conquer the world of humans. Since the arrival of men, the Pale Ones have started to use iron armor."
"Pale Ones can live for a very long time and they do not stop growing. These ancient giants have sacred status and many serve as commanders of the Agarthan armies."
Comments
Commanders
Agarthan Scout
Gold
20
Resources
3
Hit Points
10
Strength
10
Protection
6
Attack Skill
10
Morale
10
Defence Skill
10
Magic Resistance
10
Precision
8
Encumberance
3
Move
2/12
Traits
Darkvision(50), Stealthy(+20)
Armor
Leather Cap, Leather Cuirass
Weapons
Spear
Description
"Scouts are trained to pass unseen through enemy territory. Their reports on enemy army movements and the resources in enemy lands are invaluable to the prudent warlord. The scouts of Agartha have partial darkvision."
Comments
Cave Captain
Gold
30
Resources
22
Hit Points
12
Strength
11
Protection
14
Attack Skill
11
Morale
12
Defence Skill
14
Magic Resistance
10
Precision
8
Encumberance
7
Move
2/8
Leadership
80/0/0
Traits
Darkvision(50)
Armor
Iron Cap, Chain Mail Hauberk, Kite Shield
Weapons
Short Sword
Description
"Cave Captains are Agarthan Commanders. They are equipped in the same manner as Agarthan infantry. They have partial darkvision."
""In dark caverns under the Roots of the Earth a strange race of one-eyed humanoids has evolved. Untouched by the sun, they have become known to humans as the Pale Ones. Pale Ones are gifted with perfect darkvision and gills. They inhabit underwater rivers and lakes as well as cavern halls. With the coming of the New God, the Pale Ones have emerged from the depths of the earth to conquer the world of humans. Since the arrival of men, the Pale Ones have started to use iron armor."
Comments
Attendant of the Oracles
Gold
50
Resources
1
Hit Points
10
Strength
9
Protection
0
Attack Skill
9
Morale
9
Defence Skill
9
Magic Resistance
12
Precision
8
Encumberance
3
Move
2/10
Leadership
10/0/0
Traits
Darkvision(50), Sacred
Magic
1H
Armor
Weapons
Dagger
Description
"Deep down underneath the Cave City lie the Halls of the Oracles. Here a few surviving Oracles live in opulent splendour. They are at all time served by the attendants of the Oracles, lowly human priests who scurry hither and yon to answer every whim of the Ancient Ones."
Comments
Earth Reader
Gold
90
Resources
1
Hit Points
10
Strength
9
Protection
1
Attack Skill
9
Morale
12
Defence Skill
12
Magic Resistance
14
Precision
8
Encumberance
3
Move
1/10
Leadership
40/0/5
Traits
Darkvision(50), Sacred
Magic
1H1E
Armor
Weapons
Quarterstaff
Description
"Earth Readers are Agarthan priests and diviners of the Will of the Earth. Once the Earth Readers were Pale Ones, but with the slow demise of that race, humans have replaced them. Earth Readers are always consulted when new caverns or mines are opened. They also predict earth tremors and cave-ins."
Comments
Golem Crafter
Gold
200
Resources
2
Hit Points
10
Strength
8
Protection
2
Attack Skill
9
Morale
12
Defence Skill
8
Magic Resistance
14
Precision
8
Encumberance
4
Move
1/10
Leadership
45/0/20
Traits
Darkvision(50), Sacred, Old Age 52(48)
Magic
1F1W2E1H
Armor
Weapons
Maul
Description
"When men first entered the caves of Agartha, they were awed by the great statues adorning the opulent halls of the Pale Ones. The great statues of the Pale Ones became worshipped and human mages formed a cult around them. The Golem Crafters are the leaders of the cult. They guard the secrets and magic wonders of Old Agartha and perform the sacred animation rituals.
Comments
As stated these are going to be the driving force behind your golem summoning.
"Pale Ones can live for a very long time and they do not stop growing. These ancient giants have sacred status and many serve as commanders of the Agarthan armies."
Comments
Oracle of the Ancients
Gold
400
Resources
1
Hit Points
38
Strength
17
Protection
6
Attack Skill
7
Morale
13
Defence Skill
10
Magic Resistance
18
Precision
7
Encumberance
6
Move
1/14
Leadership
80/30/15
Traits
Darkvision(100), Sacred, Amphibian, NNE, Cold Blooded, Siege Bonus(5), Old Age 440(400)
Magic
3E1D3H1? (10 FWED)
Armor
Weapons
Quarterstaff
Description
"Deep down underneath the Cave City lie the Halls of the Oracles. Here a few surviving Ancients and their Oracles live in opulent halls adorned with statues and riches from the Earth. Awaiting the eventual demise of their proud race, the Oracles try to keep the old traditions and memories alive. By reanimating statues of their ancestors, the Oracles cling to memories of a glorious past when humans were not present in the Halls of the Earth and the Seal was unbroken. Some Oracles have even gone so far as to reanimate their dead brethren."