Table of Contents
LA Pythium, Serpent Cult
Lore
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
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 |
|---|---|---|---|---|
| | Heroes: Rituals/Summons: | Heavy Legionnaires Sacred Serpent Cataphracts Gladiators Saced Hydras | Levy | |
Capitol Gems: 1
3
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 |
|---|---|---|
| | | |
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.
National Units
Commanders
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Scout | | Commentary here. |
| Serpent Assassin | | Commentary here. |
| Centurion Non-fort Recruit | Commentary here. | |
| Tribuni | | Commentary here. |
| Magister Militum | | Commentary here. |
| Battle Deacon | | Commentary here. |
| Serpent Acolyte | | Commentary here. |
| Renata | Female | Commentary here. |
| Renatus | | Commentary here. |
| Serpent Lord | | Commentary here. |
| Armored Serpent | | Commentary here. |
| Theurg | | Commentary here. |
| Serpent Priest | 10% | Commentary here. |
| Heliodromus Non-fort Only | 10% | Commentary here. |
| Mystes Non-fort Recruit | | Commentary here. |
| Reveler Non-fort Recruit | | Commentary here. |
| Leo Non-fort Only | 10% | Commentary here. |
| Epoptes Non-fort Recruit | 10% Female | Commentary here. |
Troops
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Milite Non-fort Recruit | Commentary here. | |
| Limitane Non-fort Recruit | | Commentary here. |
| Retiarius | Levy | Commentary here. |
| Gladiator | Levy | Commentary here. |
| Limitane Primani Non-fort Recruit | | Commentary here. |
| Comitatense | Commentary here. | |
| Palatine | Commentary here. | |
| Limitane Standard Non-fort Recruit | | Commentary here. |
| Standard | | Commentary here. |
| Hydra Hatchling | Eyes (6) (Hydra Hatchling) | This thing loses heads at 19 & 14 HP. They grow back when brought above those thresholds. |
| Serpent Cataphract | | Commentary here. |
| Armored Serpent | | Commentary here. |
| Hydra Limited Recruitment (1 per Turn) | Eyes (10) (Hydra) | This thing loses heads at 70, 60, 50, and 40 HP. They grow back when brought above those thresholds. |
| Limitane Solaris Non-fort Only | | Commentary here. |
| Primani Solaris Non-fort Only | | Commentary here. |
Heroes
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Master of the Games (Multi-Hero) | Start with Heroic Ability (100%) Must Fight In Arena | Commentary here. |
| Gallus - Pontifex Serpentus | | Commentary here. |
| Hierogallus - Hero | | Commentary here. |
| Armored Serpent | | Commentary here. |
National Spells
Summons
Ritual
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Pride of Lions (Conjuration 3) | Great Lion x 15+ | | Commentary here. |
| Contact Lar (Conjuration 5) | Lar | | Commentary here. |
| Daughter of Typhon (Conjuration 8) | Hydra - Daughter of Typhon | Unique Eyes 18 Female | Commentary here. |
| Awaken Hamadryad (Enchantment 5) In | Hamadryad | Plant Female | Commentary here. |
| Orgy (Blood 1) | Satyr | | Commentary here. |
Maenad | Female | Commentary here. |
Other Spells and Items
Combat
- Gift of the Sacred Swamp (Enchantment 2)
1
1
A "missing link" step between Protection from Poison and Poison Ward, with an AOE of 4 squares (+2 for each extra level of Nature).
Ritual
- Taurobolium (Thaumaturgy 3)
1
1 and 6
by Heliodromus
Provides the caster or another Heliodromus +
2, +
1, and another three points of Heretic, for 12 turns. Only one Taurobolium may be in effect at a time.
Discount Items
- Gloves of the Gladiator (Construction 3)
2 and 8
Commentary here. - Serpent Kryss (Construction 5)
1 and 4
Commentary here. - Astral Serpent (Construction 5)
1
1 and 4
4
Commentary here.
Magic Access
See Magic Access. These guides supplement the summaries at the top.
General Access Summary
Pythium has access to all nine arcane paths (and Holy), but only five of them are on its forts.
Elements
3 on one-in-twenty Heliodromuses (off-fort recruitment; at least 1-in-2 have
2)
1 on one-in-three Theurgs (capital-only)
2 on one-in-three Renatas (off-capital forts)
1 on one-in-three Epoptes (off-fort recruitment)
Sorcery
2 on one-in-three Theurgs (capital-only),
1 on one-in-three Renatas/Renatuses (off-capital forts)
2 on one-in-three Renatuses (off-capital forts)- Nature varies quite a bit:
3 on one-in-four Serpent Priests (capital-only)
3 on one-in-thirty Epoptes (off-fort recruitment; at least 1-in-3 have
2)
1 on Serpent Acolytes (off-capital forts)
1 on one-in-three Epoptes (off-fort recruitment)
Rites
1 on one-in-ten Revelers (off-fort recruitment)
2 on Serpent Priests (capital-only),
1 on Serpent Acolytes (off-capital forts)
Maximum Access Summary
Multi-Path Boosters
With a lot of work and empowerment,
6 for Ring of Sorcery and then
7 for Ring of Wizardry is reachable.
Fire
Highest Starting:
2 Heliodromus (1 in 2) but a
1
1 Heliodromus (1 in 2) with Taurobolium has
3.
One-in-twenty Helidromi have
2
1, so they can get to
4 with the Taurobolium and craft the Flame Helmet.
Taurobolium
1
1 Heliodromus (1 in 2)
Air
Highest Starting:
1 Theurg (1 in 3)
Tome of High Power Unique
1
1 Theurg (1 in 3) + ![]()
Both the
Air and
Astral boosters are hard to get.
Water
Highest Starting:
2 Serpent Priest (1 in 4) or Renata (1 in 3)
Trident from Beyond Unique
1
1 Theurg (1 in 3) + ![]()
![]()
or Renata (1 in 3) + ![]()
![]()
The
Astral booster is hard to get.
Contact Naiad
2
2 Serpent Priest (1 in 4) +
,
1
1 Renata (1 in 3) + ![]()
, or
1
1 Renatus (1 in 3) + ![]()
Naiad which has
3 and can use the two easy
Water boosters.
Streams from Hades
2
1 Renata (1 in 3) + ![]()
Kokythiad also has
3 and can use the two easy
Water boosters.
Earth
Highest Starting:
1 Epoptes (1 in 3)
The Tome of Gaia Unique
1
1 Epoptes (1 in 3) + ![]()
Astral
Highest Starting:
2 Theurg (1 in 3)
Tome of High Power Unique
1
1 Theurg (1 in 3) + ![]()
Both the
Air and
Astral boosters are hard to get.
Death
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
.
Nature
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
1
1 Epoptes (1 in 3) + ![]()
Armor of Twisting Thorns Unremovable
1
1 Reveler (1 in 10) + ![]()
![]()
Moonvine Bracelet
2
1 Serpent Priest (1 in 4) +
Glamour
Highest Starting:
1 Epoptes (1 in 3)
Blood
Highest Starting:
1 Reveler (1 in 10)
Requires two levels of empowerment to get started.
Armor of Twisting Thorns Unremovable
1
1 Reveler (1 in 10) + ![]()
![]()
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.
See More
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