The people of Berytos are the descendants of a civilization created by the Telkhines, titanic storm demons defeated by a previous Pantokrator. The Telkhines taught shipbuilding, sailing and metalcrafting to the human ancestors of Berytos. When the Telkhines were defeated, the humans fled across the sea, led by the Storm Callers, disciples of the Telkhines. With the knowledge of ironcrafting and the magical might of the Storm Callers, new colonies were founded on distant shores. Like a phoenix, the dying empire was reborn. But the Telkhine gods were dead and the humans sought divine leadership. They found the Melqarts of Hinnom. One of the colonies was situated near Ashdod and the bloody cult of the Melqarts soon spread through the Phoenix Empire. In the capital colony of Berytos, a great temple to the Melqarts was built. But soon another power found its way into the cult. Refugee Colossi, great men of the Machakan royal family, arrived in Berytos and established themselves as rulers of the bloody cult. Their sorceresses claimed divinity and called themselves Brides-in-Waiting. Now Berytos is a seafaring people led by sorcerer-queens from the great temple in Berytos.
"Berytos exists only in the early era. It is the Phoenix Empire that was destroyed and reemerged in numerous coastal city states. It is a cultural melting pot influenced by several other nations. The nation is heavily inspired by Mediterranean seafaring peoples and the Phoenicians in particular. The sea peoples of Canaan and Egypt, combined with Greek migrational hypotheses, Phoenicians and their Carthaginian/Punic extension have been important sources. The Canaanite/Phoenician cities of Byblos, Tyros, Sidon and Carthage inspired the ideas of a seafaring nation and led to the Berytian dependency on coastal forts.
The legendary founding of Carthage by Dido/Elissa and her marriage with the high priest of Melqart combined with the biblical concept of Canaanite Ba'al worship laid the ground for the concept of Berytian Melqart worship. This enabled some intertwining of Hinnomite and Berytian backstories. I also wanted a deeper mythical backstory and found that the Telchines, Dactyls and other Greek mythological island-peoples combined with the Greek migration hypothesis fit the role. I liked that the nation had an arcane legacy free from influences from Hinnom.
When I remembered the slightly bizarre Ars Magica supplement "South of the Sun" by Atlas Games, where there are Carthaginian descendants dabbling in dark magic I figured the great men and queens of of Machaka would fit a niche as exile queens and leaders of the cult of the Melqarts. Berytos has been one of the most fun nations to develop, probably because it involves and expands the backstories of several other nations and concepts. It also has several unique mechanics designed primarily for them." - Illwinter
If you are considering picking this nation to play, what should you know?
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
|---|---|---|---|---|
| | Hero Summons (req. (req. | Archers Light and Medium Infantry Lancers Elephants | | Coastal Fort Income Bonus Trace Income Across Oceans |
Capitol Gems: 2
3
2
Heat limit + 1
Prefers
Heat Scale + 1
Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion.
The Colossi of Great Mababwe are Berytos's elites. They are Size 4 (two-to-a-square) beings from Machaka. All Colossi in Berytos are either sworn men of the high priestesses or the high priestesses themselves, so it's tough to tell what powers are innate to them and what was attained through training; it appears that average Colossi have 12 Magic Resistance, at least 12 Morale, 14 Combat Speed (naked), and 18 Map Movement as troops (also naked).
Note that the Colossi are unable to sail on Berytian ships.
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| | Berytian Scout | | Slightly more stealthy than an ordinary Scout. |
| | Berytian Captain | | A 100-leadership commander that can sail, allowing for much greater army mobility on certain maps. Can carry size 4 Colossi but no larger. |
| | Mage Pilot | | 50 leadership sailing mage with unfortunately low paths. Has very limited combat utility compared to the Storm Caller, and does not research as well as the Berytian Sage either. |
| | Berytian Sage | | Relatively gold-efficient researcher, but lacks combat utility without spending gems. |
| | Berytian Priest | | Berytian Priests are fairly expensive blood hunters, Sabbath Slaves and Sabbath Masters. They are expensive to bring into combat, as almost all of their combat power is unlocked with blood slave-intensive sabbaths or spells like Summon Imps and Leech. That said, compared to Berytian Sages and Mage Pilots they are the most combat-capable mage that can be recruited out of non-capital forts for only 2 CP. Most Berytian Priests will be inefficient hunters prior to Sanguine Dowsing Rods or Blood Thorns. As blessers for expansion parties, Berytian Priests are quite fragile and will need to be positioned to avoid taking archer fire. |
| | Storm Caller | | Storm Callers are great mages that are magic phase-capable with Cloud Trapeze and have some troop leading abilities. Reliably strong |
| | Bride-in-Waiting | 10% Female | Brides-In-Waiting are powerful mages with a huge spread of paths at a moderate level. Magic phase-capable with Cloud Trapeze, these mages are very flexible due to their path spread and provide reliable access to Berytos's blood summons, but really expensive to recruit. If boosted sufficiently, they could be used to cast heavily overcasted globals using their Grand Communicant ability. |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Berytian Militia | Very lightly armoured infantry with poor melee skills. Can function as cheap recruitable chaff for patrolling/sieging before summons come online. | |
| Berytian Archer | Costs 20% less gold than the typical human Archer and is about as good, making Berytos marginally better at archer spam than other nations, especially due to the nation's access to Flaming Arrows and Wind Guide-type buffs. | |
| Berytian Spearman | Berytian Spearmen are very average light infantry, essentially identical to independent Light Infantry with a javelin. | |
| Berytian Soldier | Berytian Soldiers are slightly better armoured than Spearmen, and deal a bit more damage, but lack the javelin. | |
| Berytian Heavy Spearman | | Berytian Heavy Spearmen are still not all that heavily armoured; while they have a 21 protection helmet, they only have 13 protection on their body. They lack killing power on their own and function mostly as a Berytos's best blockers for standing in front of the mages doing the actual killing. |
| Berytian Elite Soldier | Berytian Elite Soldiers are quite expensive compared to Berytos's other troops and don't serve much of a unique function, being neither particularly deadly nor durable for the increase in cost. | |
| Berytian Lancer | Berytian Lancers are fairly cheap for cavalry, but lack durability due to having low protection, especially on the mount (only 3 head and 8 body!). They are also deal fairly low damage at mediocre Attack Skill, and can't be sailed over the oceans by Berytos's sailing commanders. | |
| War Horse | |
|
| Elephant Rider | War Elephants are one of Berytos's main methods for dealing with the early aggression they are likely to receive. While Elephants are typically known for taking a lot of damage, routing, and then trampling their own allies, Berytos is one of the few nations with both Elephants and Mistform (from Storm Callers and Brides-In-Waiting), allowing them to sort of replicate the effect of Dominions 5's terrifying Air Elementals. In the proper mass (which requires an exorbitant gold investment), with the right scripting, Mistform Elephants can deal with most early rushes short of size 9 giants, who they cannot trample. | |
| War Elephant | |
|
| | Elephant Archer x 2 | |
|
| Colossi Warrior Capital Only | | While Colossi Warriors are not particularly inspiring on a per-unit basis, they are very cheap for sacred infantry and they are reasonably good at expanding into independents. Their low cost allows Berytos recruit them in great numbers. With a good bless, Colossi Warriors are another way for Berytos to ward off the early aggression the nation often attracts. |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Dis Mater - Bride of the Gods Earliest Arrival Turn (10) | Female | Dis Mater provides moderate death access with good crosspaths. Although she looks less physically impressive than the other Berytian heroes, Dis Mater opens up the option of using blood slaves for Vampire Lords. She can also forge the Skull of Fire for boosting further in Fire magic. |
| Ba'al Hammon - King of the City Earliest Arrival Turn (20) | | Ba'al Hammon has the excellent stats of Berytos's summonable Melqarts (minus the penalty from being old) with a few extra magic paths. Despite being old, he remains a strong heavy thug chassis and is capable of magic phase attacks with Cloud Trapeze. He can also cast Rejuvenate to regain his youth and lose the old age penalties, although it will take several casts to bring him under 735 years. |
| Makelo - Queen of the City Earliest Arrival Turn (25) | | An incredibly powerful mage. Makelo is a master smith with a plethora of crosspaths, a high path ritual caster, and is capable of singlehandedly laying down battlefield wide buffs and army killers. She can even heal wounded Melqarts! Unlike other Telkhines, Makelo does not cast Foul Vapors at the start of battle or kill 5% of the population in her province. |
| Makelo - Queen of the City | Remove: Add: |
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Pride of Lions (Conjuration 3) | Great Lion × 15 + [lvl] | | Great Lions are fairly fragile due to their low prot, but they have decent Attack Skill and two medium damage attacks. |
| Herd of Elephants (Conjuration 3) | Elephant × 5 + [1/2 per lvl] | | This would be a way to get even more tramplers to potentially help ward off a rush, but Berytos has no easy access to Nature gem income to get the 20 required for this spell. |
| Summon Mazzikim (Conjuration 3) | Mazzik x 10 | | Mazzikim are the Nature equivalent of Summon Imps, but cast as a ritual to summon permanent units instead of during combat. Can disrupt enemy lines, harass unprotected mages, or patrol blood hunting provinces. |
| Summon Lilot (Conjuration 5) | Lilot | Female | Lilots are very hard to summon for Berytos, but they are fairly cheap dream seducers. Still, they compare unfavourably to the other summonable dream seducer, the Succubus, now that the latter has |
| Summon Telkhine (Conjuration 8) | Telkhine | Casts Each Battle (Telkhine Malediction) | Telkhines are incredible mages: their wide and deep paths grant flexibility without sacrificing power, they have an in-built kill mechanism in Telkhine Malediction (basically Foul Vapors) and can cast others like Wrathful Skies, they have full equipment slots in human form, and they can even magic-phase with Cloud Trapeze. To top it off, their ability to forge items is immense due to their Master Smith trait. They do kill 5% of the population in their province per turn though, so they should mostly be kept away from high population provinces if possible. While Telkhines cost a lot of gems to summon, Berytos is able to boost its way up to cast this spell with a Water-random Storm Caller holding a Water Bracelet and a Robe of the Sea. |
Telkhine | - + |
||
| Scapegoats (Blood 3) in | Se'ir x 2 | | Se'irim are sacred, triple-attack berserking demons that can be summoned by any Berytian Priest. They do a lot of damage, especially after going berserk, but don't have a lot of protection (7 base, 11 with berserk) or Defence Skill, so they do best with a bit of magic support. Compare with the Ozelotl of the Xibalba/Mictlan lines of nations. |
| Summon Shedim (Blood 4) in | Shed x 3 | | Shedim are essentially Storm Demons that can be summoned in reasonable quantities much earlier in the tech tree, making them an excellent use of Blood slaves. Their armour-negating, strenth-scaling ranged Lightning attack will shred enemies even through some shock resistance. Unlike the other nations which get this spell, Berytos can actually cast it fairly reliably with a Blood random Bride-in-Waiting. |
| Call Melqart (Blood 6) | Melqart | | Melqarts are powerful mages that are also skilled in combat, coming with excellent gear built-in as well as superb melee skills for thugging both in an army and as a solo operator. Berytos's Melqarts are even better than the ones found in Hinnom, coming in with |
See Magic Access. These guides supplement the summaries at the top.
Elements
Summon Telkhine gives a Telkhine who has many useful paths and Master Smith when in human shape. It is fortunately easy to reach
5
2 with a
2
3 Storm Caller (1 in 4), though its effects on whatever province it's in are nothing short of ruinous.
Makelo - Queen of the City can craft both versions of the Staff of Elemental Mastery. This is a very valuable booster item for Berytos, since its mages have wide elemental talents.
Fire is easier for Berytos to climb through Blood; a
2
3 Bride-in-Waiting with a Blood Thorn can simply cast Bind Arch Devil for one of five Fire mages, four of whom have
4 for crafting the Flame Helmet. Alternatively, 1-in-5 Telkhines have
3, which is
4 for the purpose of crafting items while they're in titan shape.
The other common Fire booster, the Skull of Fire, can be crafted by Berytos's
3
3 hero, giving Berytos another level of Fire access. If you wait for her, you can get the Flame Helmet before going for summons.
While any of Berytos's big mage recruits can have
3, getting to
4 for the ladder-climb of path boosters requires either a Telkhine or a single empowerment. The Empowerment is cheaper, if you don't mind the risk of easily losing your investment.
One-in-five Telkhines will have
5 in their beast shape. If you wish not to have a Reaper in your borders, you can hope for the appearance of Makelo - Queen of the City instead; she will have
4, still enough for you to summon a
5 Air Queen with a single booster.
If Berytos starts on a coast, then it will have ample access to
3 mages who can easily forge most of Water's boosters. The only ones out of the Storm Callers' reach are artifacts.
What applies to Air with the Telkhines also applies to Water.
Berytos has access to both the Earth Boots and the Blood Stone, given its Earth/Blood mages. If you have a
1
3 Bride-in-Waiting and a
2
2 Bride-in-Waiting, you can craft both of those boosters, and you can climb the rest of the ladder.
Or you can wait for just the
3 Bride-in-Waiting, and for Makelo (who has
4).
Astral is not an easy path for Berytos to climb, since the nation has only
1. One of the Arch Devils has
3, however.
With a single Air booster, Makelo can create The Magic Lamp to summon Al Khazim - Jinn, who has
3. This is an artifact that requires
5
4, which only Ubar or a specially designed Pretender as a good shot at getting before Makelo.
No recruitable access. Dis Mater - Bride of the Gods, a one-off hero, has
3 and a lot of other paths; she can create the Skull Staff and (later on) the unique The Black Book of Secrets, and she can summon fellow
3
3 mages with Curse of Blood.
1-in-5 Telkhines have
3, which is enough to forge the Skullface in titan shape (with the aforementioned Skull Staff). Each Telkhine costs 69
, however, so the costs should be evaluated before committing.
Lastly, a
5 mage (a
3 mage empowered once and given a Blood Thorn) can summon Heliophagi; of the four, one has
3, and another has
4.
No recruitable access. Makelo - Queen of the City has
2, and can make the unique The Tome of Gaia later in the game. Without that, though, she can still reach
3 through the Thistle Mace. If width is desired over depth, minor Nature, Death, and Glamour mages can be summoned with Forest Troll Tribe; if you just want
1 mages, however, you have a good chance of finding some in independent provinces.
8 can Bind Demon Lord for a 1 in 6 chance of
4.
No national access. The cheapest option for scrounging up Glamour is to summon a Forest Troll Tribe as Makelo, and pray for a 1-in-4
1
1; that costs 47
at least, including the Thistle Mace. Alternatively, Makelo or another
4 (a
2 Bride-in-Waiting with both Earth boosters) can summon a Troll King's Court for a guaranteed
3
1. Both are durable forms that can take a 30
empowerment and put it to use; the former gets elite Fay Footmen, and the latter gets to summon
2
1 Bluecaps.
Alternatively, empowering a
3 mage in Glamour (50
) and giving them a Blood Thorn lets them summon a Succubus, a
2 mage.
As Berytos doesn't have
4 except on a very small amount of Brides-in-Waiting, it is unlikely to see
5 for crafting the extra Blood boosters… without empowering. The Blood Thorn is a given, however.
If you were to empower as Berytos, the Melqart will probably keep your investment around for longer.
Having a
3
2 Bride-in-Waiting fill up on Air and Blood boosters, after a blood empowerment on someone else, lets you craft the extremely-rare Robe of the Magi. This boosts all paths (except Holiness) by 1.
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:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
What are the nation's weaknesses?
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