Table of Contents

LA Phlegra, Sleeping Giants

Lore

Phlegra, as it is now, is a realm with three castes: a mage-priest elite, a warrior citizenry, and a large population of helot slaves. It calls back to the design of Mekone, the City-State of Gold and Marble that Titan-born Gigantes made in an age long past, and this is most likely intentional. In those days, the elites and the warriors were largely of the same Gigante stock, though with Elder Cyclopes from Telkhinis as the greatest mages. Then the Gigantes lost their reason, and their dignity, and eventually their form, following a disastrous declaration of War upon the Gods themselves…

The current Phlegra is a rump state of the original Phlegra, site of a government-in-exile for the defeated Mekone's Gigantes. The Gigantes had become tyrannical, either at this point or with the next generation, and that next generation was far more monstrous than what came before. Though unable to grasp their old ways, the Gigantes at least realized their deficiencies. Recognizing they were on the backfoot, they allowed the Elder Cyclopes to command the Younger Cyclopes of the Phlegran hills. Unable to understand old Mekonean writing, they welcomed Trophimoi (students) from the human realms to decipher it for them. This Phlegra was far less stable than Mekone, for the Phlegran Gigantes took far too many helotes, but the Trophimoi devised new means of holding the state together; one from Pythium, utilizing his old experience in the Theurgy and the enchanted blacksmithing of the Elder smiths, invented a means of coercion through mind-controlling headbands and shackles.

Eventually, however, the original Phlegra came apart. The Gigantes grew so monstrous and unreasonable that they became known as the Laestrygonians, and they imprisoned and ate the Elder Cyclopes in their madness. Then they fought each other, and this gave the helotes (or perhaps some ambitious mind-controllers using them) the chance to rise up. With his kin driven underground, the last Laestrygonian with a Phlegran city had a brief moment of clarity and empowered the Cyclopes (both the Youngers and the descendants of the Elders) to clean up this mess. The rebellion in Telepylos was crushed; and then, like his kin, that last Tyrant went to sleep in the bowels of the earth. Now Phlegra exists for the Cyclopes; they care little for the affairs of humanity, as long as their martial prowess and (limited) acumen as generals are honored, and the new users of the Iron Communions may do what they want. Phelgra's human Oppressors rule with an iron fist, but they are powerless against the legend of the Laestrygonians, whose prophesized return keeps all but the Cyclopes up at night.


"Mekone and its successors are inspired by giants of Greek myth. Described either as strong and proud hoplites, or in later times, as monstrous beings with serpent legs, the idea of a nation of giants that doesn’t follow the development of most other giant nations, with smaller and smaller giants in the later ages, started to take form. … I also wanted to incorporate the hubris of the giants and the Gigantomachia—the war against the gods—into the nation, which in turn created the backstory for the middle and late age versions of the nation.

Phlegra in the middle age is a nation that has lost most of its proud legacy. The Gigantes of Mekone are cursed for their hubris and are becoming physically and mentally afflicted. I also wanted to add shepherding cyclopes to the Elder Cyclopes of earlier times. At first, the nation felt a bit bland, but when I started to think on the slaves and the Phlegran society the idea of the oppressors and slave mages appeared. The feel of the nation took a whole new turn and the slave mage mechanics made for entirely new tactics not available to other nations." -Illwinter

General Overview

Phlegra is a kingdom of human slaves living in constant terror of the monstrous giants that once claimed the lands as theirs. For centuries the giants have been absent and only memories of their tyranny remain. Most of the Phlegran population are human slaves and slave masters dominated by a warrior-caste of Younger Cyclopes, previously living pastoral lives on the slopes of the Phlegran hills. The Tyrants who once ruled the land were descendants of the Gigantes of Mekone, who made war upon the gods of men. Punished for their sins the Gigantes were imprisoned and cursed with monstrous appearance. Those who avoided imprisonment became Tyrants and rulers of Phlegra and formed a slave kingdom with the aid of human servants. But the Tyrants destroyed each other and the very lands they ruled. Slowly their numbers and influence dwindled and their servants made themselves rulers in all but name. Now human slave masters rule the kingdom in the name of absent Tyrants, hoping that the sleeping giants never wake up. - in-game description

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National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
fire 33 (Rare 4)
earth 33 (Rare 4)
air 22 (Rare 3)
astral 22 (Rare 3)
water 11 (Rare 2)
holy 22
Late Game:
fire 44 (rare 5)
death 22 (rare 3)
Master Smith
Heroes
fire 22air 22earth 33
Summons
death 11blood 11
(req. death 22 & GoR)
astral 11death 22nature 11
(req. death 33 & GoR)
Events
fire 44earth 44death 22 (one)
fire 44earth 33death 33 (one)
Mostly Human Slave Soldiers
Cyclops Warriors
Mouflon Cavalry
No Sacred Troops.
Slave
Taskmaster
Communion Slave
Communion Master
Standard Forts
Starts with a Giant Fort

Capitol Gems: 3firegem1earthgem

The Burning Mountain: This site boosts Heat by up to 2 points, and periodically drives up Unrest after Turn 5. After Turn 15, it may yield additional Fire Gems. After Turn 30, it will explode at some point; this will wipe out 20% of the local Population, add 40 Unrest, yield an old Laestrygonian King, and allow the recruitment of Laestrygonian Tyrants (Phlegra only). This also changes the site's yields, removing the Heat effect and replacing the 3firegem with 1firegem1deathgem. If Gigantomachia is cast, the site will also allow the recruitment of Laestrygonian troops after it explodes (again, only for Phlegra).

National Special Features

Turmoil Limit + 1

Unrest: All provinces under the dominion of Phlegra will have their unrest increased every turn. Higher dominion strength in the province yields a greater increase in unrest. In a disciple game this will only have an effect if Phlegra is the Pretender God and then it will affect the disciples as well. Being a disciple of Phlegra will be difficult.

The Helotes make up most of Phlegra's manpower. These Size 3 humans are Slaves of greater beings, possessing a miserable 7 Morale, or 6 for the archers. Generations of martial servitude have changed the average helot's character, giving them an enormous 14 Combat Speed naked; the archers do not share in this, possibly of a more-dignified ancestry.
Phlegra's human commanders (and mages, and priests) are known as the Oppressors. Previous generations were students imported from neighboring realms, and most of the Oppressors are still quite bookish; that being said, there are some mage-hobbyists who have taken up the old Mekonean martial tradition. All are Taskmasters, well-suited for handling their lesser kin.

Younger Cyclopes are the new, Size-6 citizen class of Phlegra, in the absence of two-eyed Giants. Carefully drilled from birth, and equipped by their stepbrother smiths, these Cyclopes are capable and well-armed soldiers; they aren't quite as good as the Gigante soldiers of old, but they still have 11 Attack Skill and 22 Strength. Naked, they have 9 Defence Skill, 2 Encumbrance, 16 Map Movement, and 17 Combat Speed. Being one-eyed, they possess only 7 Precision, or a meager 5 with their Javelins – accuracy isn't their strong suit. They also have Gluttony (1 point), and an arrogance issue that makes them ignore Leadership from smaller beings. Lastly, they are still a bit challenged with magic, possessing 9 Magic Resistance.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Phlegran Commander
60
26
1
Taskmaster (2)
Slave
Commentary here.
Cyclope Commander
105
83
1
Taskmaster (2)
Eyes (1)
Gluttony (+1)
10 Gold Cheaper When Active (Gigantomachia)
Commentary here.
Phlegran Cataphract Commander
135
50
2
Taskmaster (3)
Skilled Rider (3)
Slave
Mountain Survival
Commentary here.
Cataphracted Mouflon Cold Resistance (5)
Supply Bonus (5)
Undisciplined
Animal
Mountain Survival
Commentary here.
Plegran Priest
90
1
1
holy 11
Sacred
Reduces Unrest (2)
Taskmaster (1)
Slave
Commentary here.
Shackled Mage
95
1
2
random1100%rp 55
Starting Affliction Chance (50%)
Slave
Communion Slave
Commentary here.
Plegran Oppressor
160
1
2
fire 11earth 11random1100%rp 1111
Taskmaster (2)
Commentary here.
Oppressor General
185
21
2
earth 11random1100%rp 99
Taskmaster (2)
Commentary here.
Cyclope Smith
335
3
2
Capital Only
fire 11earth 11random1100%
10%
rp 1111
Fire Resistance (15)
Resource Bonus (20)
Master Smith (1)
Eyes (1)
Mountain Survival
10 Gold Cheaper When Active (Gigantomachia)
Commentary here.
Plegran Oppressor
160
1
2
Capital Only
fire 11air 11water 11earth 11astral 11holy 22random2100%
100%
10%
rp 1919
Sacred
Taskmaster (2)
Old Age (65/48)
Communion Master
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Helote Archer
8
5
4
Slave Commentary here.
Helote Crossbowman
8
26
4
Slave Commentary here.
Helote Soldier
8
26
4
Slave
Lab Promotion (At 25 XP to Iron Bound)
Commentary here.
Iron Bound Suffers Damage on Rout (5)
Morale Bonus (8)
Magic Being
Slave
Commentary here.
Iron Guard
15
35
16
Capital Only
Bodyguard (2)
Suffers Damage on Rout (5)
Morale Bonus (8)
Magic Being
Slave
Commentary here.
Mouflon Cataphract
40
50
31
Skilled Rider (2)
Slave
Mountain Survival
Commentary here.
Cataphracted Mouflon Cold Resistance (5)
Supply Bonus (5)
Undisciplined
Animal
Mountain Survival
Commentary here.
Cyclope Soldier
40
67
Limited Recruitment (4 per Turn)
Minimum Leader Size (6)
Eyes (1)
Gluttony (+1)
10 Gold Cheaper When Active (Gigantomachia)
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Steropes - Elder Cyclops
Earliest Arrival Turn (15)
fire 22air 22earth 33rp 1919
Fire Resistance (15)
Resource Bonus (25)
Master Smith (1)
Eyes (1)
Old Age
Mountain Survival
Commentary here.

Magic

Summons

Combat
Summon Spell Unit Special Attributes Comments
Sow Dragon Teeth
(Enchantment 6)
earth 22 and 1earthgem

Spartae x 10
Cold Resistance (15)
Poison Resistance (25)
Formation Fighter (2)
Old Age
Poor Amphibian
Pierce Resistance
Magic Being
Inanimate
Need Not Eat
Does Not Heal Naturally
Spirit Sight
Commentary here.
Ritual
Summon Spell Unit Special Attributes Comments
Procession of the Underworld
(Conjuration 5)
death 33 and 13deathgem

Lampad x 15
Invulnerability (15)
Supply Bonus (10)
Patrol Bonus (5)
Stygian Guide (75%)
Recuperation
Spirit Sight
Female
astral 11death 22nature 11rp 1313 with Divine Name or Gift of Reason
Commentary here.
Summon Hound of Twilight
(Conjuration 5)
earth 22death 11 and 3earthgem

Hound of Twilight
Poison Resistance (15)
Darkvision (100%)
Fear (5)
Patrol Bonus (20)
Unsurroundable (2)
Spirit Sight
Eyes (4)
Commentary here.
Bind Keres
(Conjuration 6)
death 22 and 12deathgem

Ker x 3
Cold Resistance (15)
Poison Resistance (15)
Stealthy (40)
Fear (6)
Increases Unrest (1 per month)
Ethereal
Flying
Storm Immunity
Need Not Eat
Demon
Spirit Sight
Invisible
Female
death 11blood 11rp 99 with Divine Name or Gift of Reason
Commentary here.
Forge Brass Bull
(Construction 6)
fire 33earth 33 and 25firegem

Khalkotauros
Fire Resistance (25)
Cold Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Heat Aura (3)
Trample
Does Not Heal Naturally
Poor Amphibian Inanimate Slash Resistance Blunt Resistance Pierce Resistance Magic Being Need Not Eat Mindless Spirit Sight
Commentary here.

Other Spell and Items

Magic Access

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

Cyclope Smith have Master Smith, increasing their paths by one for the purpose of forging items. Master Smith does not help with summoning, though.

Multi-Path Boosters

An Elder Cyclops with air 11 or water 11 (1 in 4 for both) can make a Staff of Elemental Mastery, Crown of the Elements Unique or Staff of Elemental Mastery, which can be very helpful. Both versions are difficult to get to, though.
LA Phlegra can progress high enough in Astral to get a Ring of Sorcery and a Ring of Wizardry. The only sorcery path LA Phlegra has is Astral, so the Ring of Sorcery doesn't give as much flexibility as it does for other nations.

The hero, Steropes - Elder Cyclops (air 22earth 33), with an Air can create a Staff of Elemental Mastery.

The Magic Lamp Unique but Reforgable
fire 11air 11 Cyclope Smith (1 in 4) + (because of Master Smith).
fire 22air 22 Steropes - Elder Cyclops, the hero +
Obviously, any of the Elemental Mastery boosters, a Ring of Wizardry, or The Forbidden Light Unique, can all really help.
With The Magic Lamp, Al Khazim - Jinn can be summoned. It doesn't give any new paths, but is high in the four it does have.

Fire

Highest Starting: fire 33 Oppressor Archon (1 in 8), but fire 22 Cyclope Smith (1 in 4) effectively has fire 33 for the purpose of crafting boosters. Both need a level of empowerment to get to Flame Helmet.

Oppressor Archon has the right crosspaths for the Forbidden Light but it's a lot of boosters.

Air

Highest Starting: air 22 Oppressor Archon (1 in 8), but air 11 Cyclope Smith (1 in 4) effectively has air 22 for the purpose of crafting boosters.
Even with Tome of High Power, a level of empowerment is necessary to get to Winged Helmet.
The hero, Steropes - Elder Cyclops, only needs the Tome of High Power or a level of empowerment to get to Winged Helmet.

Tome of High Power Unique
air 22astral 11 Oppressor Archon (1 in 8) + Astral

Water

Highest Starting: water 22 Oppressor Archon (1 in 8), but water 11 Cyclope Smith (1 in 4) effectively has water 22 for the purpose of crafting boosters.

Trident from Beyond Unique
water 22astral 11 Oppressor Archon (1 in 8) +

Orb of Atlantis Unique
water 22earth 11 Oppressor Archon (1 in 8) +

Earth

Highest Starting: earth 33 Oppressor Archon (1 in 8), but earth 22 Cyclope Smith (1 in 4) effectively has earth 33 for the purpose of crafting boosters.
The hero, Steropes - Elder Cyclops, has earth 33, effectively earth 44 for crafting boosters.

Oppressor Archon has the right crosspaths for the Atlas of Creation but it's a lot of boosters.

Astral

Highest Starting: astral 22 Oppressor Archon (1 in 8)

Coin of Meteoritic Iron
earth 11astral 22 Oppressor Archon (1 in 8) +

Tome of High Power Unique
air 22astral 11 Oppressor Archon (1 in 8) +

Golem Construction
earth 11astral 22 Oppressor Archon (1 in 8) +

Oppressor Archon has the right crosspaths for the Atlas of Creation or the Forbidden Light but it's a lot of boosters for either of them.

Death

No national access.

Nature

No national access.

Glamour

No national access.

Troll King's Court
earth 33 Oppressor Archon (1 in 8) +
Troll King has glamour 11

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?

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