The Emerald Empire of Pythium is a splinter empire of the great Empire of Ermor. As dark arts were practiced in the heart of the Empire, the stars warned the Theurgs of Pythia to flee the impending doom. They led Pythia away from the falling Empire and formed an imperial theocracy under their wise rule. But this was not enough to save them. As Ermor crumbled, the provinces of Pythium rebelled and broke away from their old masters. The Emperor of Pythium could not reclaim the rebelling lands and the power of the Emerald Empire diminished over the centuries. The war machine of Pythium is based on the old legionnaire army of Ermor with some minor modifications. During Ermorian times, part of the Pythian lands were under the sway of the Sauromatian tribes. The Androphags used hydras of the Pythian Marshes in warfare. For a long time hydras were only used in the Pythian arenas, but now the old practice has been adopted along with the usage of serpent mounts.
"Pythium is based on the eastern Roman Empire and Byzantium. Its history and military bears a legacy of Ermor, as did Byzantium from Rome. The Theurgs and their ceremonial magic are influenced by the lavish liturgy of the Orthodox Church. The Cathedral of the Spheres is filled with chanting, the fragrance of incense, and processions of Theurgs robed in gold and silver. Ritual magic is a public and religious affair. The serpent-and-emerald part of the nation is more free-form fantasy fiction, and comes from the name I think.
In the late era the nation is influenced by the mystery cults and religious worshipers of subjugated lands, much as the late Roman empire became a melting pot of imported religious beliefs and faiths. The mystery cults of Isis/Sarapis, Mithra, Dionysos and Euleusis gave Pythium in the late era a new and interesting flavor. The serpent priests are more of a fictional addition, and probably came about as a result of the sacred serpent cataphracts and hydras. Since the mystery cults were inspired by the cult of Isis, a serpent priest with a C'tissian legacy felt fitting. I'm personally quite fond of late era Pythium, since my thesis was about the Roman Isis/Sarapis cult." -Illwinter
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Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 (rare 4) 2 (rare 3) 2 (rare 3) 2 2 1 1 1 1 2 | Heroes: 233 Rituals/Summons: 32 (unique, rare 4) 112 3 (req. 4) | Heavy Legionnaires Sacred Serpent Cataphracts Gladiators Saced Hydras | Communions Castle Defense Standard Heretic Disease Healer Poison Resistance Levy | Standard Forts |
Capitol Gems: 13
Order Limit + 1
Bless Bonus: Poison Resistance (10)
Old Magic, Heretical Magic: A bunch of Pythium's magic access is found on fortless provinces. These provinces have only 1 Commander Point at most, so some of the mages cost only 1 Commander Point to account for this.
Capital Magic | Off-Capital Fort Magic | Off-Fort Magic |
---|---|---|
3 (rare 4) 2 (rare 3) 2 2 1 2 | 2 2 1 1 1 | 2 (rare 3) 2 (rare 3) 1 1 1 |
It should be noted that the 4 and 3 in the capital are much rarer than the 3 and 3 outside of forts; though, due to the 3 Commander Points on citadels, the gap is a bit narrower than it may seem.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Scout 35 4 1 | Stealthy (50) Mountain Survival Forest Survival | Commentary here. | |
Serpent Assassin 105 1 2 | Sacred Poison Resistance (15) Stealthy (60) Patrol Bonus (25) Assassin (2) Scale Walls | Commentary here. | |
Centurion 95 22 1 Non-fort Recruit | Commentary here. | ||
Tribuni 110 30 1 | Inspirational (1) | Commentary here. | |
Magister Militum 150 22 2 | Old Age (55/50) | Commentary here. | |
Battle Deacon 90 19 1 | 1 Sacred Poison Resistance (5) | Commentary here. | |
Serpent Acolyte 100 1 2 | 117 Sacred Poison Resistance (5) Supply Bonus (10) Tight Rein Temple Summon (Hydra Hatchling) | Commentary here. | |
Renata 210 1 2 | 111100%11 Sacred Female | Commentary here. | |
Renatus 210 1 2 | 111100%11 Sacred | Commentary here. | |
Serpent Lord 130 41 1 Capital Only | Sacred Poison Resistance (5) Skilled Rider (3) Swamp Survival | Commentary here. | |
Armored Serpent | Poison Resistance (5) Smart Mount (100) Undisciplined Animal Cold Blooded Swamp Survival | Commentary here. | |
Theurg 190 2 2 Capital Only | 111100%9 Sacred | Commentary here. | |
Serpent Priest 370 1 2 Capital Only | 1221100% 10%13 Sacred Poison Resistance (15) Supply Bonus (20) Temple Summon (Hydra Hatchling) Tight Rein | Commentary here. | |
Heliodromus 125 1 2 Non-fort Only | 11100% 10%7 Fire Resistance (5) Fire Power (1) Heretic (2) | Commentary here. | |
Mystes 55 1 1 Non-fort Recruit | 1010%5 Supply Bonus (10) | Commentary here. | |
Reveler 70 1 1 Non-fort Recruit | 1020%5 Supply Bonus (10) Cause Unrest (2 per Month) Heretic (3) | Commentary here. | |
Leo 110 22 2 Non-fort Only | 11100% 10%5 Fire Resistance (5) Fire Power (1) Heretic (1) | Commentary here. | |
Epoptes 155 1 2 Non-fort Recruit | 11100% 10%7 Disease Healer (1) Supply Bonus (40) Heretic (2) Female | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Milite 8 9 5 Non-fort Recruit | Commentary here. | ||
Limitane 8 26 5 Non-fort Recruit | Castle Defence (1) | Commentary here. | |
Retiarius 10 1 9 | Levy | Commentary here. | |
Gladiator 10 1 9 | Levy | Commentary here. | |
Limitane Primani 10 30 9 Non-fort Recruit | Castle Defence (1) | Commentary here. | |
Comitatense 15 26 21 | Commentary here. | ||
Palatine 20 30 31 | Commentary here. | ||
Limitane Standard 20 26 21 Non-fort Recruit | Standard (1) Castle Defence (1) | Commentary here. | |
Standard 30 26 21 | Standard (1) | Commentary here. | |
Hydra Hatchling 35 1 15 Capital Only | Sacred Regeneration (10%) Fire Vulnerability (10) Poison Resistance (25) Poison Cloud (4) Eyes (6) Unsurroundable (2) Undisciplined Blunt Resistance Pierce Resistance Animal Cold Blooded Swamp Survival Swimming Recuperation Shapechange Below HP (19): (Hydra Hatchling) | This thing loses heads at 19 & 14 HP. They grow back when brought above those thresholds. |
|
Serpent Cataphract 55 41 41 Capital Only | Poison Resistance (5) Skilled Rider (2) Swamp Survival | Commentary here. | |
Armored Serpent | Poison Resistance (5) Smart Mount (100) Undisciplined Animal Cold Blooded Swamp Survival | Commentary here. | |
Hydra 210 1 Limited Recruitment (1 per Turn) Capital Only | Regeneration (10%) Fire Vulnerability (10) Poison Resistance (25) Poison Cloud (8) Fear (5) Eyes (10) Unsurroundable (4) Undisciplined Blunt Resistance Pierce Resistance Animal Cold Blooded Swamp Survival Swimming Recuperation Shapechange Below HP (70): (Hydra) | This thing loses heads at 70, 60, 50, and 40 HP. They grow back when brought above those thresholds. |
|
Limitane Solaris 14 26 18 Non-fort Only | Fire Resistance (5) Castle Defence (1) | Commentary here. | |
Primani Solaris 18 30 27 Non-fort Only | Fire Resistance (5) Castle Defence (1) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Master of the Games (Multi-Hero) | Ambidextrous (2) Summons in Battle (Gladiator x 2) Start with Heroic Ability (100%) Must Fight In Arena | Commentary here. | |
Gallus - Pontifex Serpentus | 23315 Sacred Poison Resistance (20) Supply Bonus (30) Temple Summon (Hydra Hatchling) Tight Rein | Commentary here. | |
Hierogallus - Hero | Poison Resistance (5) Old Age | Commentary here. | |
Armored Serpent | Poison Resistance (5) Smart Mount (100) Undisciplined Animal Cold Blooded Swamp Survival | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
Pythium has access to all nine arcane paths (and Holy), but only five of them are on its forts.
With a lot of work and empowerment, 6 for Ring of Sorcery and then 7 for Ring of Wizardry is reachable.
Highest Starting: 2 Heliodromus (1 in 2) but a 11 Heliodromus (1 in 2) with Taurobolium has 3.
One-in-twenty Helidromi have 21, so they can get to 4 with the Taurobolium and craft the Flame Helmet.
Taurobolium
11 Heliodromus (1 in 2)
Highest Starting: 1 Theurg (1 in 3)
Tome of High Power Unique
11 Theurg (1 in 3) +
Both the Air and Astral boosters are hard to get.
Highest Starting: 2 Serpent Priest (1 in 4) or Renata (1 in 3)
Trident from Beyond Unique
11 Theurg (1 in 3) + or Renata (1 in 3) +
The Astral booster is hard to get.
Contact Naiad
22 Serpent Priest (1 in 4) + , 11 Renata (1 in 3) + , or 11 Renatus (1 in 3) +
Naiad which has 3 and can use the two easy Water boosters.
Streams from Hades
21 Renata (1 in 3) +
Kokythiad also has 3 and can use the two easy Water boosters.
Highest Starting: 1 Epoptes (1 in 3)
The Tome of Gaia Unique
11 Epoptes (1 in 3) +
Highest Starting: 2 Theurg (1 in 3)
Tome of High Power Unique
11 Theurg (1 in 3) +
Both the Air and Astral boosters are hard to get.
Highest Starting: 2 Renatus (1 in 3)
Technically, Ether Gate is possible with a Renata or Renatus but that many Astral boosters are difficult to get.
Also, when a Renata or Renatus is reborn because of Katabasis, there's a chance they will gain .
Highest Starting: 3 Serpent Priest (1 in 4)
LA Pythium has mages with the right crosspaths for multiple Nature boosters, but getting the necessary boosters is tricky. Earth requires a level of empowerment, Blood needs two levels.
The Tome of Gaia Unique
11 Epoptes (1 in 3) +
Armor of Twisting Thorns Unremovable
11 Reveler (1 in 10) +
Moonvine Bracelet
21 Serpent Priest (1 in 4) +
Highest Starting: 1 Epoptes (1 in 3)
Highest Starting: 1 Reveler (1 in 10)
Requires two levels of empowerment to get started.
Armor of Twisting Thorns Unremovable
11 Reveler (1 in 10) +
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.
Add links to guides or other overviews for this nation here.