Table of Contents

EA Berytos, The Phoenix Empire

Lore

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

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
fire 33 (rare 4)
air 33 (rare 4)
water 33
blood 33 (rare 4)
earth 22 (rare 3)
astral 11
holy 22
Hero
fire 33earth 11death 33blood 33holy 22
fire 33air 22blood 33holy 33
fire 33air 44water 44earth 44nature 22holy 22
Summons
blood 33holy 33random2200%
(req. blood 33fire 22)
fire 22air 44water 44earth 33death 22random1100%
(req. water 55air 22)
Archers
Light and Medium Infantry
Lancers
Elephants
Sailing
Grand Communicant
Advanced Forts
Coastal Fort Income Bonus
Trace Income Across Oceans

Capitol Gems: 2firegem3airgem2bloodslave

National Special Features

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.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Berytian Scout
35
3
1
Stealthy (55)
Mountain Survival
Forest Survival
Slightly more stealthy than an ordinary Scout.
Berytian Captain
140
17
1
Sailing (Max Size 4, Size Points 999) 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
110
2
2
Coastal Forts Only
air 11water 11rp 99
Sailing (Max Size 4, Size Points 999)
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
110
4
2
earth 11random1100%rp 99
Sailing (Max Size 4, Size Points 999)
Relatively gold-efficient researcher, but lacks combat utility without spending gems.
Berytian Priest
200
2
2
blood 11holy 11random1100%rp 99
Sacred
Sailing (Max Size 4, Size Points 999)
Grand Communicant
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
290
2
4
Coastal Forts Only
air 22water 22random1100%rp 1515
Sailing (Max Size 4, Size Points 999)
Old Age (52/50)
Storm Callers are great mages that are magic phase-capable with Cloud Trapeze and have some troop leading abilities. Reliably strong water and air paths provide great combat utility, and its randoms provide even better magic in those paths or interesting crosspaths (Astral for communions, Fire for acid spells). However, they are only available at coastal forts and cost 4 CP to recruit, meaning higher fort investment is needed on Berytos than most other nations - especially because Berytos's other fort-recruit mages aren't as independently powerful as Storm Callers. Storm Callers are also notable for providing pretty straightforward access to the Summon Telkhine spell with a few Water boosters.
Bride-in-Waiting
580
7
4
Capital Only
fire 22air 22earth 11blood 22holy 22random1100%
10%
rp 2121
Sacred
Grand Communicant
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.

Troops

Sprite Unit Name Special Attributes Comments
Berytian Militia
7
5
3
Very lightly armoured infantry with poor melee skills. Can function as cheap recruitable chaff for patrolling/sieging before summons come online.
Berytian Archer
8
7
9
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
10
9
9
Berytian Spearmen are very average light infantry, essentially identical to independent Light Infantry with a javelin.
Berytian Soldier
10
14
9
Berytian Soldiers are slightly better armoured than Spearmen, and deal a bit more damage, but lack the javelin.
Berytian Heavy Spearman
12
19
14
Formation Fighter (2) 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
14
19
18
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
30
14
24
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 Animal
Elephant Rider
100
27
34
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 Animal
Trample
Elephant Archer x 2 Mobile Archer
Colossi Warrior
35
22
21
Capital Only
Sacred
Bodyguard (2)
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.

Heroes

Sprite Unit Name Special Attributes Comments
Dis Mater - Bride of the Gods
Earliest Arrival Turn (10)
fire 33earth 11death 33blood 33holy 22rp 2525
Sacred
Fire Resistance (5)
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)
fire 33air 22blood 33holy 33rp 2121
Sacred
Fire Resistance (15)
Adept Blood Sacrificer (1)
Fear (+5)
Blood Searcher (+3)
Causes Unrest (8 per Month)
Population Killer (80 per Month)
Fear of the Flood (2)
Old Age (770/735)
Need Not Eat
Wasteland Survival
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)
fire 33air 33water 33earth 44nature 22holy 22rp 3535
Sacred
Fire Resistance (5)
Cold Resistance (5)
Poison Resistance (15)
Shock Resistance (20)
Healer (1)
Sailing (Max size 7, Size Points 999)
Supply Bonus (+20)
Master Smith (1)
Amphibious
Shapechanger (Makelo - Queen of the City)
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 fire 33air 44water 44earth 44nature 22holy 22rp 3939
Sacred
Remove:
Master Smith (1)
Add:
Fear (+5)

Shapechanger (Makelo - Queen of the City)

National Spells

Summons

Ritual

Summon Spell Unit Special Attributes Comments
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion × 15 + [lvl]
Darkvision (50%)
Undisciplined
Animal
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)
nature 22 and 20naturegem

Elephant × 5 + [1/2 per lvl]
Animal
Trample
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 20naturegem required for this spell.
Summon Mazzikim
(Conjuration 3)
nature 11 and 3naturegem

Mazzik x 10
Stealthy (+40)
Flying
Need Not Eat
Demon
Wasteland Survival
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)
nature 44 and 15naturegem

Lilot
Stealthy (+55)
Dream Seduction (Morale vs. 14)
Flying
Demon
Wasteland Survival
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 glamour 22.
Summon Telkhine
(Conjuration 8)
water 55air 22 and 69watergem

Telkhine
fire 22air 44water 44earth 33death 22random1100%rp 3737
Cold Resistance (5)
Poison Resistance (15)
Shock Resistance (20)
Fear (+7)
Sailing (Max size 7)
Reaper (5%)
Amphibious
Casts Each Battle (Telkhine Malediction)
Shapechanger (Telkhine)
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
fire 22air 33water 33earth 33death 22random1100%rp 3333
- Fear
+ Master Smith (1)
Shapechanger (Telkhine)
Scapegoats
(Blood 3)
blood 11 and 8bloodslave
in Waste

Se'ir x 2
Sacred
Berserker (+4)
Need Not Eat
Demon
Wasteland Survival
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)
air 11blood 33 and 28bloodslave
in Waste

Shed x 3
Resist Shock (15)
Storm Power (2)
Flying
Storm Immunity
Need Not Eat
Demon
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)
fire 22blood 33 and 99bloodslave

Melqart
blood 33holy 33random2200%rp 1515
Sacred
Fire Resistance (10)
Adept Blood Sacrificer (1)
Fear (+5)
Blood Searcher (+3)
Causes Unrest (+8 per Month)
Population Killer (80 per Month)
Gluttony (20)
Fear of the Flood (5)
Need Not Eat
Wasteland Survival
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 holy 33 which allows them to cast Divine Blessing and claim thrones. They can also random Air instead of Astral, which prevents them from being Magic Dueled, and is also an easier path to magic-phase with since Cloud Trapeze has a lower path requirement than Teleport. Overall, they are a great summon that fulfils the role of heavy thug and throne claimer all at once, and for a fairly reasonable price.

Magic Access

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

National Summary

Elements 

Sorceries

Others

Climbing and National Tricks

Summon Telkhine gives a Telkhine who has many useful paths and Master Smith when in human shape. It is fortunately easy to reach water 55air 22 with a air 22water 33 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

Fire is easier for Berytos to climb through Blood; a fire 22blood 33 Bride-in-Waiting with a Blood Thorn can simply cast Bind Arch Devil for one of five Fire mages, four of whom have fire 44 for crafting the Flame Helmet. Alternatively, 1-in-5 Telkhines have fire 33, which is fire 44 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 fire 33death 33 hero, giving Berytos another level of Fire access. If you wait for her, you can get the Flame Helmet before going for summons.

Air

While any of Berytos's big mage recruits can have air 33, getting to air 44 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 air 55 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 air 44, still enough for you to summon a air 55 Air Queen with a single booster.

Water

If Berytos starts on a coast, then it will have ample access to water 33 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.

Earth

Berytos has access to both the Earth Boots and the Blood Stone, given its Earth/Blood mages. If you have a earth 11blood 33 Bride-in-Waiting and a earth 22blood 22 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 blood 33 Bride-in-Waiting, and for Makelo (who has earth 44).

Astral

Astral is not an easy path for Berytos to climb, since the nation has only astral 11. One of the Arch Devils has astral 33, however.

With a single Air booster, Makelo can create The Magic Lamp to summon Al Khazim - Jinn, who has astral 33. This is an artifact that requires air 55fire 44, which only Ubar or a specially designed Pretender as a good shot at getting before Makelo.

Death

No recruitable access. Dis Mater - Bride of the Gods, a one-off hero, has death 33 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 death 33blood 33 mages with Curse of Blood.

1-in-5 Telkhines have death 33, which is enough to forge the Skullface in titan shape (with the aforementioned Skull Staff). Each Telkhine costs 69watergem, however, so the costs should be evaluated before committing.

Lastly, a blood 55 mage (a blood 33 mage empowered once and given a Blood Thorn) can summon Heliophagi; of the four, one has death 33, and another has death 44.

Nature

No recruitable access. Makelo - Queen of the City has nature 22, and can make the unique The Tome of Gaia later in the game. Without that, though, she can still reach nature 33 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 nature 11 mages, however, you have a good chance of finding some in independent provinces.

blood 88 can Bind Demon Lord for a 1 in 6 chance of nature 44.

Glamour

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 nature 11glamour 11; that costs 47naturegem at least, including the Thistle Mace. Alternatively, Makelo or another earth 44 (a earth 22 Bride-in-Waiting with both Earth boosters) can summon a Troll King's Court for a guaranteed earth 33glamour 11. Both are durable forms that can take a 30glamourgem empowerment and put it to use; the former gets elite Fay Footmen, and the latter gets to summon earth 22glamour 11 Bluecaps.

Alternatively, empowering a blood 33 mage in Glamour (50glamourgem) and giving them a Blood Thorn lets them summon a Succubus, a glamour 22 mage.

Blood

As Berytos doesn't have blood 44 except on a very small amount of Brides-in-Waiting, it is unlikely to see blood 55 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 air 33blood 22 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.

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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