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.
"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
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Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 (Rare 4) 3 (Rare 4) 2 (Rare 3) 2 (Rare 3) 1 (Rare 2) 2 | Master Smith Heroes 223 Summons 11 (req. 2 & GoR) 121 (req. 3 & GoR) | 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: 31
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 mostly not of helot stock, but are rather Trophimoi imported from neighboring realms. They are not slaves, but free(-ish) men who pursue the ancient Mekonean arts. Still, the climate of Phlegra is nerve-wracking for this lot, and most of them have 9 Morale.
Younger Cyclopes have rallied to Phlegra's banner, at the behest of the unrelated Elder Cyclops Smiths. Grace-wise, they are a far cry from the Gigantes of Mekone, but they fill largely the same role. The average Younger Cyclops is Size 6, and possesses 42 HP and 5 Natural Protection. He has 22 Strength, but is not particularly good at using it; 10 Attack Skill is low by giant standards, to say nothing of his 9 Defence Skill naked, his 7 Precision, and his lack of Discipline. He is soft but brave, showing 9 Magic Resistance but 13 Morale. Last but not least, he is energetic but a bit of a stumbler, possessing 2 Encumbrance, 16 Map Movement, and 17 Combat Speed naked.
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 | 1 Sacred Reduces Unrest (2) Taskmaster (1) Slave | Commentary here. | |
Shackled Mage 95 1 2 | 1100%5 Starting Affliction Chance (50%) Slave Communion Slave | Commentary here. | |
Plegran Oppressor 160 1 2 | 111100%11 Taskmaster (2) | Commentary here. | |
Oppressor General 185 21 2 | 11100%9 Taskmaster (2) | Commentary here. | |
Cyclope Smith 335 3 2 Capital Only | 111100% 10%11 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 | 1111122100% 100% 10%19 Sacred Taskmaster (2) Old Age (65/48) Communion Master | Commentary here. |
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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Steropes - Elder Cyclops Earliest Arrival Turn (15) | 22319 Fire Resistance (15) Resource Bonus (25) Master Smith (1) Eyes (1) Old Age Mountain Survival | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Sow Dragon Teeth (Enchantment 6) 2 and 1 | 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. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Procession of the Underworld (Conjuration 5) 3 and 13 | Lampad x 15 | Invulnerability (15) Supply Bonus (10) Patrol Bonus (5) Stygian Guide (75%) Recuperation Spirit Sight Female 12113 with Divine Name or Gift of Reason | Commentary here. |
Summon Hound of Twilight (Conjuration 5) 21 and 3 | 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) 2 and 12 | 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 119 with Divine Name or Gift of Reason | Commentary here. |
Forge Brass Bull (Construction 6) 33 and 25 | Khalkotauros | Fire Resistance (25) Cold Resistance (15) Poison Resistance (25) Shock Resistance (15) Heat Aura (3) Trample Does Not Heal Naturally | Commentary here. |
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.
An Elder Cyclops with 1 or 1 (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 (23), with an Air can create a Staff of Elemental Mastery.
The Magic Lamp Unique but Reforgable
11 Cyclope Smith (1 in 4) + (because of Master Smith).
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.
Highest Starting: 3 Oppressor Archon (1 in 8), but 2 Cyclope Smith (1 in 4) effectively has 3 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.
Highest Starting: 2 Oppressor Archon (1 in 8), but 1 Cyclope Smith (1 in 4) effectively has 2 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
21 Oppressor Archon (1 in 8) + Astral
Highest Starting: 2 Oppressor Archon (1 in 8), but 1 Cyclope Smith (1 in 4) effectively has 2 for the purpose of crafting boosters.
Trident from Beyond Unique
21 Oppressor Archon (1 in 8) +
Orb of Atlantis Unique
21 Oppressor Archon (1 in 8) +
Highest Starting: 3 Oppressor Archon (1 in 8), but 2 Cyclope Smith (1 in 4) effectively has 3 for the purpose of crafting boosters.
The hero, Steropes - Elder Cyclops, has 3, effectively 4 for crafting boosters.
Oppressor Archon has the right crosspaths for the Atlas of Creation but it's a lot of boosters.
Highest Starting: 2 Oppressor Archon (1 in 8)
Coin of Meteoritic Iron
12 Oppressor Archon (1 in 8) +
Tome of High Power Unique
21 Oppressor Archon (1 in 8) +
Golem Construction
12 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.
No national access.
No national access.
No national access.
Troll King's Court
3 Oppressor Archon (1 in 8) +
Troll King has 1
No national access.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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