Table of Contents
MA Pyrène, Time of the Akelarre
Lore
Pyrène was once a kingdom of cavern dwelling humans and their allies, the Sorginak witches and the Jentilak giants. Now the humans have more or less abandoned their cavernous realm and established a feudal kingdom in the surrounding mountains. The young kingdom was drawn into a long lasting war with Abysia and suffered heavy losses. The last of the Jentilak and Basajaunak died in the defense of the Pyrène caves, but the Abysians were defeated. With the loss of their mightiest mages and warriors new powers established themselves. Lasting exposure to Abysian blood magic had prepared the nation for a sinister reshaping. From some dark woodland came the Akerbeltz, the Black Goats. Their influence slowly transformed the kingdom into a nation of dark rituals and bloody ceremonies. The Akerbeltz seduced the Sorginak and made them abandon their former mistress and embrace blood magic. Now even the priesthood have adopted blood magic and sacrifice humans to further the goals of the nation. Recently the dark practices has drawn the attention of Marignon and its inquisitors.
"MA Pyrène is inspired by more modern concepts of the Akelarre, the witches sabbath, and the art of Goya. The Bekrydes still lingers on, but their legacy is more apparent in the physique of the population than in the culture of Pyrène. The nation also draws inspiration from the song of Roland and the wars between christians and muslims in medieval Spain." -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 |
|---|---|---|---|---|
| | Human Infantry Human Crossbows Knights Sacred Mouflon Knights | | |
Capitol Gems: **1
1
1
1
2
**Turmoil Limit + 1
Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion. This ability is not transferred to disciple nations. Disciple nations with this ability can still use it. These nations do not have dying dominion.
The Bekrydes are Size 3 beings (three-to-a-square) who are essentially humans. The average Bekryde has 13 HP, 12 Strength, 1 Natural Protection, and 11 Morale. They also have 16 Map Movement & 13 Combat Speed while naked. Being cavemen has given them
50% Darkvision and
Mountain Survival, but also 8 Precision. Being exceptionally-lacking in technology has given them
5 Fire Resistance and
5 Cold Resistance, but also 9 Magic Resistance.
National Units
:
Fire Resistance (5),
Cold Resistance (5),
Mountain Survival,
Darkvision (50)
Commanders
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| ??Pyrènian Castellan?? 70 | | Commentary here. |
| ??Pyrènian Marquess?? 140 | | Commentary here. |
| Destrier | |
|
| ??Pyrènian Priest?? 105 | | Commentary here. |
| ??Pyrènian Bishop?? 230 | | Commentary here. |
| Sorgina 260 | Female | Commentary here. |
| Black Cat | | Commentary here. |
| Bekryde Scout 35 | | Commentary here. |
| Emerald Count 205 | | Commentary here. |
| Sacred Mouflon | |
|
| Akerbeltz 450 | 10% | Commentary here. |
| ??Pyrènian Monk?? 105 Non-fort Recruit Available | | Commentary here. |
Troops
| Bekryde 12 | | Commentary here. |
| Bekryde 12 | | Commentary here. |
| Bekryde Warrior 12 | | Commentary here. |
| ??Pyrènian Crossbowman#3607?? 12 | | Commentary here. |
| ??Pyrènian Spearman#3608?? 12 | | Commentary here. |
| ??Pyrènian Footman#3609?? 12 | | Commentary here. |
| ??Pyrènian Swordsman#3611?? 16 | | Commentary here. |
| ??Pyrènian Man At Arms#3610?? 17 | | Commentary here. |
| ??Pyrènian Knight#3612?? 50 | | Commentary here. |
| Destrier | | Commentary here. |
| Emerald Knight 70 | | Commentary here. |
| Sacred Mouflon | |
National Spell and Item
Summons
Ritual
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Send Aatxe // (Conjuration 6) // | Aatxe Assassination | | Commentary here. |
Item
- Witches' Ointment
(Construction 3)
1
2 for 5
10
Commentary here.
Magic Access
See Magic Access. These guides supplement the summaries at the top.
General Access
Elements
1 on Sorginak
2 on Sorginak- No Water magic
2 on one-in-three Akerbeltz (forests and capital only),
1 on one-in-three ??Pyrènian Bishop??s otherwise
Sorcery
- No Astral magic
- No Death magic
3 on one-in-three Akerbeltz (forests and capital only),
1 on one-in-four ??Pyrènian Monk??s off-fort- No Glamour magic
Rites
4 on one-in-three Akerbeltz (forests and capital only),
2 on Sorginak otherwise
2 on ??Pyrènian Bishop??s
Crosspaths
2
2
3/
1
3
3/
1
2
4: Cross Breeding, Blood Fecundity, Armor of Twisting Thorns, Blood Stone, Illearth
1
2
2: Sulphur Haze and Fire Cloud, Blood Boil, Storm Demons, Fiery Imps
Boosted Access
Bind Demon Lord:
8, which is reachable with a
4 Akerbeltz (1 in 3) and non-unique
Blood boosters, can Bind Demon Lord which gives a 3 in 6 chance of
3, 3 in chance of at least
4, 1 in 6 chance of
4, and a chance for high paths in all the others except
Water.
Fire
Although
1 is the highest path available, a Sorgina with one more level in
Fire and two levels in
Blood, can cast Bind Arch Devil, leaping to
4. Creating two
Blood boosters is the easy part, it's the level of
Fire that's difficult. 30
gems for empowerment is probably the best way.
Air
2 Sorgina is the only
Air available and need two levels of empowerment to get to the key path
4.
Water
No native access. No simple summons.
Earth
Between a
2 Akerbeltz and a
4 Akerbeltz (both 1 in 3), many
Earth boosters are relatively easy to reach.
Astral
No native access. Getting a Sorgina to
5 is very hard and
4 is not much easier, but crafting the Magic Lamp can get
3.
Death
No native access.
3 can cast Forest Troll Tribe for at least
1.
5, which is easy to reach, can Bind Heliophagus for a 2 in 4 chance of at least
3
Nature
3 Akerbeltz (1 in 3) is the highest starting path but any Akerbeltz can make an unremovable Armor of Twisting Thorns and a
2 Akerbeltz can potentially make the unique The Tome of Gaia.
4 Akerbeltz (both 1 in 3) can make an unremovable Abominable Arms, allowing the
3 Akerbeltz to hold both a Thistle Mace and a Treelord's Staff.
Glamour
No native access.
4, which is easy to reach, can cast Troll King's Court for
1.
3 can cast Forest Troll Tribe for a 1 in 4 chance of at least
1.
Blood
4 Akerbeltz (both 1 in 3) is a high start but, without
Astral and
Death crosspaths, the unique boosters aren't available.
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
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Weaknesses
What are the nation's weaknesses?
See More
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