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dom6:pyrene-ma

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
blood 44 (rare 5)
nature 33 (rare 4)
air 22
earth 22 (rare 3)
fire 11
holy 22
Human Infantry
Human Crossbows
Knights
Sacred Mouflon Knights
Fire Resistance
Cold Resistance
Mountain Survival
Darkvision
Undisciplined
Gluttony
Forge Bonus
Standard Forts

Capitol Gems: 1firegem1airgem1earthgem1naturegem2bloodslave
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

Commanders

Sprite Unit Name Special Attributes Comments
??Pyrènian Castellan??
Gold 70
23
1

Castle Defense Bonus (10)
Commentary here.
??Pyrènian Marquess??
Gold 140
58
1

Skilled Rider (3)
Commentary here.
Destrier Animal
??Pyrènian Priest??
Gold 105
1
1
holy 11random150%
Sacred
Commentary here.
??Pyrènian Bishop??
Gold 230
1
2
blood 11holy 22random1100%rp 99
Sacred
Commentary here.
Sorgina
Gold 260
1
2
fire 11air 22blood 22rp 1515
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
Gold 35
3
1
Cave Recruit

Stealthy (60)
Commentary here.
Emerald Count
Gold 205
71
2
Capital Only
holy 11
Sacred

Skilled Rider (3)
Commentary here.
Sacred Mouflon Sacred
Cold Resistance (5)
Supply Bonus (5)
Undisciplined
Animal
Mountain Survival
Akerbeltz
Gold 450
1
4
earth 11nature 22blood 33random1100%
10%
rp 1919
Stealthy (40)
Supply Bonus (20)
Blood Searcher (1)
Beast Master (1)
Adept Crossbreeder (4)
Forest Survival
Recuperation
Commentary here.
??Pyrènian Monk??
Gold 105
1
2
Non-fort Recruit Available
holy 11random1100%rp 77
Sacred
Commentary here.

Troops

Bekryde
Gold 12
2
4
Cave Recruit and
Capital Only

Undisciplined
Commentary here.
Bekryde
Gold 12
2
4
Cave Recruit and
Capital Only

Undisciplined
Commentary here.
Bekryde Warrior
Gold 12
3
4
Cave Recruit and
Capital Only

Undisciplined
Commentary here.
??Pyrènian Crossbowman#3607??
Gold 12
8
9
Cave Recruit
Commentary here.
??Pyrènian Spearman#3608??
Gold 12
15
9
Cave Recruit
Commentary here.
??Pyrènian Footman#3609??
Gold 12
19
9
Cave Recruit
Commentary here.
??Pyrènian Swordsman#3611??
Gold 16
21
16
Cave Recruit
Commentary here.
??Pyrènian Man At Arms#3610??
Gold 17
58
47
Cave Recruit

Bodyguard (2)
Commentary here.
??Pyrènian Knight#3612??
Gold 50
3
4
Cave Recruit
Fire Resistance (5)
Cold Resistance (5)
Darkvision (50)
Skilled Rider (2)
Commentary here.
Destrier Animal Commentary here.
Emerald Knight
Gold 70
57
46
Capital Only
holy 11
Sacred

Skilled Rider (2)
Commentary here.
Sacred Mouflon Sacred
Cold Resistance (5)
Supply Bonus (5)
Undisciplined
Animal
Mountain Survival

National Spell and Item

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Send Aatxe
(Conjuration 6)
air 33 and 6airgem

Aatxe
Assassination
Fire Resistance (25)
Fire Shield (8)
Ethereal
Trample
Spirit Sight
Commentary here.

Item

  • Witches' Ointment (Construction 3)
    air 11blood 22 for 5airgem10bloodslave
    Commentary here.

Magic Access

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

General Access

Elements

  • fire 11 on Sorginak
  • air 22 on Sorginak
  • No Water magic
  • earth 22 on one-in-three Akerbeltz (forests and capital only), earth 11 on one-in-three ??Pyrènian Bishop??s otherwise

Sorcery

  • No Astral magic
  • No Death magic
  • nature 33 on one-in-three Akerbeltz (forests and capital only), nature 11 on one-in-four ??Pyrènian Monk??s off-fort
  • No Glamour magic

Rites

  • blood 44 on one-in-three Akerbeltz (forests and capital only), blood 22 on Sorginak otherwise
  • holy 22 on ??Pyrènian Bishop??s

Crosspaths

  • earth 22nature 22blood 33/earth 11nature 33blood 33/earth 11nature 22blood 44: Cross Breeding, Blood Fecundity, Armor of Twisting Thorns, Blood Stone, Illearth
  • fire 11air 22blood 22: Sulphur Haze and Fire Cloud, Blood Boil, Storm Demons, Fiery Imps

Boosted Access

Bind Demon Lord: blood 88, which is reachable with a blood 44 Akerbeltz (1 in 3) and non-unique Blood boosters, can Bind Demon Lord which gives a 3 in 6 chance of death 33, 3 in chance of at least glamour 44, 1 in 6 chance of astral 44, and a chance for high paths in all the others except Water.

Fire

Although fire 11 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 fire 44. Creating two Blood boosters is the easy part, it's the level of Fire that's difficult. 30firegem gems for empowerment is probably the best way.

Air

air 22 Sorgina is the only Air available and need two levels of empowerment to get to the key path air 44.

Water

No native access. No simple summons.

Earth

Between a earth 22 Akerbeltz and a blood 44 Akerbeltz (both 1 in 3), many Earth boosters are relatively easy to reach.

Astral

No native access. Getting a Sorgina to air 55 is very hard and fire 44 is not much easier, but crafting the Magic Lamp can get astral 33.

Death

No native access. nature 33 can cast Forest Troll Tribe for at least death 11.

blood 55, which is easy to reach, can Bind Heliophagus for a 2 in 4 chance of at least death 33

Nature

nature 33 Akerbeltz (1 in 3) is the highest starting path but any Akerbeltz can make an unremovable Armor of Twisting Thorns and a earth 22 Akerbeltz can potentially make the unique The Tome of Gaia.

blood 44 Akerbeltz (both 1 in 3) can make an unremovable Abominable Arms, allowing the nature 33 Akerbeltz to hold both a Thistle Mace and a Treelord's Staff.

Glamour

No native access. earth 44, which is easy to reach, can cast Troll King's Court for glamour 11.

nature 33 can cast Forest Troll Tribe for a 1 in 4 chance of at least glamour 11.

Blood

blood 44 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

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?

See More

dom6/pyrene-ma.txt · Last modified: 2024/07/09 03:43 by johnnydown