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
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Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (rare 5) 3 (rare 4) 2 2 (rare 3) 1 2 | Human Infantry Human Crossbows Knights Sacred Mouflon Knights | Fire Resistance Cold Resistance Mountain Survival Darkvision Undisciplined Gluttony Forge Bonus | Standard Forts |
Capitol Gems: 11112
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.
: Fire Resistance (5), Cold Resistance (5), Mountain Survival, Darkvision (50)
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
??Pyrènian Castellan?? 70 23 1 | Castle Defense Bonus (10) | Commentary here. | |
??Pyrènian Marquess?? 140 58 1 | Skilled Rider (3) | Commentary here. | |
Destrier | Animal | ||
??Pyrènian Priest?? 105 1 1 | 1150% Sacred | Commentary here. | |
??Pyrènian Bishop?? 230 1 2 | 121100%9 Sacred | Commentary here. | |
Sorgina 260 1 2 | 12215 Darkvision (100) Flying Storm Immunity Mountain Survival Forest Survival Female Shapechanger (Black Cat) | Commentary here. | |
Black Cat | Darkvision (100) Stealthy (80) Mountain Survival Forest Survival Shapechanger (Sorgina) | Commentary here. | |
Bekryde Scout 35 3 1 Cave Recruit | Stealthy (60) | Commentary here. | |
Emerald Count 205 71 2 Capital Only | 1 Sacred Skilled Rider (3) | Commentary here. | |
Sacred Mouflon | Sacred Cold Resistance (5) Supply Bonus (5) Undisciplined Animal Mountain Survival |
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Akerbeltz 450 1 4 | 1231100% 10%19 Stealthy (40) Supply Bonus (20) Blood Searcher (1) Beast Master (1) Adept Crossbreeder (4) Forest Survival Recuperation | Commentary here. | |
??Pyrènian Monk?? 105 1 2 Non-fort Recruit Available | 11100%7 Sacred | Commentary here. |
Bekryde 12 2 4 Cave Recruit and Capital Only | Undisciplined | Commentary here. | |
Bekryde 12 2 4 Cave Recruit and Capital Only | Undisciplined | Commentary here. | |
Bekryde Warrior 12 3 4 Cave Recruit and Capital Only | Undisciplined | Commentary here. | |
??Pyrènian Crossbowman#3607?? 12 8 9 Cave Recruit | Commentary here. | ||
??Pyrènian Spearman#3608?? 12 15 9 Cave Recruit | Commentary here. | ||
??Pyrènian Footman#3609?? 12 19 9 Cave Recruit | Commentary here. | ||
??Pyrènian Swordsman#3611?? 16 21 16 Cave Recruit | Commentary here. | ||
??Pyrènian Man At Arms#3610?? 17 58 47 Cave Recruit | Bodyguard (2) | Commentary here. | |
??Pyrènian Knight#3612?? 50 3 4 Cave Recruit | Fire Resistance (5) Cold Resistance (5) Darkvision (50) Skilled Rider (2) | Commentary here. | |
Destrier | Animal | Commentary here. | |
Emerald Knight 70 57 46 Capital Only | 1 Sacred Skilled Rider (2) | Commentary here. | |
Sacred Mouflon | Sacred Cold Resistance (5) Supply Bonus (5) Undisciplined Animal Mountain Survival |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Send Aatxe (Conjuration 6) 3 and 6 | Aatxe Assassination | Fire Resistance (25) Fire Shield (8) Ethereal Trample Spirit Sight | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
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.
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.
2 Sorgina is the only Air available and need two levels of empowerment to get to the key path 4.
No native access. No simple summons.
Between a 2 Akerbeltz and a 4 Akerbeltz (both 1 in 3), many Earth boosters are relatively easy to reach.
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.
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
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.
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.
4 Akerbeltz (both 1 in 3) is a high start but, without Astral and Death crosspaths, the unique boosters aren't available.
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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