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dom6:pythium-ma

MA Pythium, Emerald Empire

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." -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
astral 44 (rare 5)
air 33 (rare 4)
water 22 (rare 3)
fire 11 (rare 2)
holy 33
Heroes:
air 22water 22astral 33holy 44
Legionnaires
Serpent Cataphracts
Gladiators
Hydras
Communions Standard Forts
Starts with a Fortified City

Capitol Gems: 2airgem1watergem5astralpearl
Order Limit + 1

High Magic Gem Income

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
35
4
1
Stealthy (50)
Forest Survival
Mountain Survival
Commentary here.
Assassin
80
4
1
Stealthy (65)
Ambidextrous (2)
Assassin (1)
Commentary here.
Centurion
95
21
1
Commentary here.
Serpent Lord
100
70
1
Skilled Rider (2) Commentary here.
Armored Serpent Poison Resistance (5)
Smart Mount (75)
Undisciplined
Animal
Cold Blooded
Swamp Survival
Stupid
Commentary here.
Emerald Lord
125
30
1
Commentary here.
Legatus Legionis
150
21
2
Commentary here.
Battle Deacon
90
19
1
holy 11
Sacred
Commentary here.
Theurg Acolyte
100
1
2
astral 11holy 11rp 77
Sacred
Commentary here.
Theurg
300
2
2
air 11water 11astral 22holy 22rp 1313
Sacred
Fortune Teller (5%)
Old Age
Commentary here.
Hydra Tamer
35
10
1
Capital Only
Poison Resistance (15)
Beastmaster (2)
Swamp Survival
Swimming
Tight Rein
Commentary here.
Arch Theurg
565
1
4
Capital Only
air 22water 11astral 33random1100%
10%
holy 33rp 1919
Sacred
Fortune Teller (10%)
Old Age
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Slinger
7
2
3
Commentary here.
Retiarius
10
1
9
Levy Commentary here.
Gladiator
10
1
9
Levy Commentary here.
Velite
10
10
9
Skirmisher Commentary here.
Alae Legionnaire
10
20
9
Commentary here.
Hastatus
11
21
12
Commentary here.
Principe
14
21
20
Commentary here.
Triarius
15
29
25
Formation Fighter
Old Age
Commentary here.
Emerald Guard
20
30
31
Bodyguard (3) Commentary here.
Standard
20
21
21
Standard Commentary here.
Hydra Hatchling
35
1
15
Capital Only
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
45
41
41
Skilled Rider (1)
Swamp Survival
Commentary here.
Armored Serpent Poison Resistance (5)
Smart Mount (75)
Undisciplined
Animal
Cold Blooded
Swamp Survival
Stupid
Commentary here.
Hydra
200
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.
Battle Vestal
15
4
14
Capital Only
Sacred Commentary here.
Theurg Communicant
50
1
Limited Recruitment (1 per Turn)
Sacred
Communion Slave
Commentary here.

Heroes

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.
Marius Lorca - Hero Commentary here.
Hierogallus - Hero Skilled Rider (3)
Old Age
Commentary here.
Armored Serpent Poison Resistance (5)
Smart Mount (75)
Undisciplined
Animal
Cold Blooded
Swamp Survival
Stupid
Commentary here.
Bartholomeus - Patriarch air 22water 22astral 33holy 44rp 1919
Sacred
Old Age
Commentary here.

National Spells

Ritual
Summon Spell Unit Special Attributes Comments
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion x 15+
Darkvision (50%)
Undisciplined
Animal
Commentary here.
Contact Lar
(Conjuration 5)
nature 11 and 16naturegem

Lar
water 11earth 11nature 22rp 1313
Sacred
Poison Resistance (15)
Stealthy (40)
Supply Bonus (+35)
Reduces Unrest (2)
Poison Resistance (15)
Magic Being
Ethereal
Need Not Eat
Forest Survival
Recuperation
Spirit Sight
Commentary here.
Contact Angel of the Host
(Conjuration 5)
astral 33 and 7astralpearl

Angel of the Host
Sacred

Fire Resistance (5)
Shock Resistance (5)
Awe (5)
Invulnerability (15)
Commentary here.
Angelic Choir
(Conjuration 6)
astral 33 and 15astralpearl

Angel of the Heavenly Choir x 3
Sacred

Fire Resistance (5)
Shock Resistance (5)
Awe (5)
Invulnerability (15)
Chorus Slave
holy 22 with Gift of Reason
Commentary here.
Contact Harbinger
(Conjuration 6)
astral 44 and 25astralpearl

Harbinger
air 33holy 22rp 1111
Sacred

Fire Resistance (5)
Shock Resistance (10)
Awe (5)
Invulnerability (20)
Chorus Master
Commentary here.
Heavenly Wrath
(Conjuration 7)
astral 33fire 11 and 35astralpearl

Angel of Fury
Sacred
Fire Resistance (5)
Shock Resistance (5)
Blood Vengeance (4)
Fear (5)
Invulnerability (20)
Flying
Need Not Eat
Spirit Sight
Commentary here.
Angelic Host
(Conjuration 7)
astral 55 and 50astralpearl
Remote Summons
Angel of the Host x 6 See above Commentary here.

Arch Angel
fire 44holy 33rp 1313
Sacred

Fire Resistance (12)
Shock Resistance (5)
Awe (6)
Invulnerability (25)
Commentary here.
Heavenly Choir
(Conjuration 9)
fire 22astral 77 and 144astralpearl

Seraph
fire 44air 44astral 44holy 44rp 2929
Sacred

Fire Resistance (22)
Poison Resistance (15)
Shock Resistance (22)
Fire Shield (16)
Awe (7)
Invulnerability (30)
Spreads Dominion (1)
Unsurroundable (5)
No Wish
Chorus Master
Commentary here.
Angel of the Heavenly Choir x 9 See above. Commentary here.

Harbinger of the Choir x 3
Sacred

Fire Resistance (5)
Shock Resistance (5)
Awe (5)
Invulnerability (20)
Chorus Slave
Commentary here.
Awaken Hamadryad
(Enchantment 5)
nature 44 and 25naturegem

Hamadryad
nature 33rp 77
Resist Poison (5)
Inept Researcher (-4)
Innate Spellcaster (1)
Supply Bonus (+30)
Immobile
Blunt Resistant
Pierce Resistant
Magic Being
Need Not Eat
Forest Survival
Plant
Summons in Battle (Harpy x 3d6)
Commentary here.

Magic Access

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

Fire

fire 11 Arch Theurg (1 in 4) doesn't have any helpful paths.

fire 22astral 77 can cast Heavenly Choir for fire 44.

Air

air 33 Arch Theurg (1 in 4) can create a unique Tome of High Power. If it does, then no empowerment is needed.

fire 22astral 77 can cast Heavenly Choir for air 44.

Water

water 22 Arch Theurg (1 in 4) can create the Staff of Elemental Mastery with enough boosters. Water isn't difficult to climb though, so not having any other useful crosspaths is not much of a disadvantage.

Earth

No native access. It's hard to reach, but fire 55 can cast King of Elemental Fire for a 1 in 2 chance of earth 11.

Also difficult to reach, air 55fire 44 can create the Magic Lamp for Al Khazim - Jinn and earth 33.

Astral

air 44 Arch Theurg (1 in 4) can create a unique Tome of High Power. It deosn't have any other useful crosspaths, but if it can get the Tome, it doesn't need any empowerment.

Death

No native access. No simple summons.

Nature

No native access. No simple summons.

Glamour

No native access. No simple summons.

Blood

No native access. No simple summons.

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

dom6/pythium-ma.txt · Last modified: 2024/04/18 07:39 by johnnydown