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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() | Heroes: ![]() ![]() ![]() ![]() | Legionnaires Serpent Cataphracts Gladiators Hydras | ![]() ![]() | ![]() ![]() |
Capitol Gems: 21
5
Order Limit + 1
High Magic Gem Income
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Scout![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Assassin![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Centurion![]() ![]() ![]() | Commentary here. | |
![]() | Serpent Lord![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Armored Serpent | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Emerald Lord![]() ![]() ![]() | Commentary here. | |
![]() | Legatus Legionis![]() ![]() ![]() | Commentary here. | |
![]() | Battle Deacon![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Theurg Acolyte![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Theurg![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Hydra Tamer![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Arch Theurg![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Slinger![]() ![]() ![]() | Commentary here. | |
![]() | Retiarius![]() ![]() ![]() | Levy | Commentary here. |
![]() | Gladiator![]() ![]() ![]() | Levy | Commentary here. |
![]() | Velite![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Alae Legionnaire![]() ![]() ![]() | Commentary here. | |
![]() | Hastatus![]() ![]() ![]() | Commentary here. | |
![]() | Principe![]() ![]() ![]() | Commentary here. | |
![]() | Triarius![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Emerald Guard![]() ![]() ![]() | ![]() | 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. |
![]() | Battle Vestal![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Theurg Communicant![]() ![]() Limited Recruitment (1 per Turn) | ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Master of the Games (Multi-Hero) | ![]() ![]() Start with Heroic Ability (100%) Must Fight In Arena | Commentary here. |
![]() | Marius Lorca - Hero | Commentary here. | |
![]() | Hierogallus - Hero | ![]() ![]() | Commentary here. |
![]() | Armored Serpent | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Bartholomeus - Patriarch | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Pride of Lions (Conjuration 3) ![]() ![]() | ![]() Great Lion x 15+ | ![]() ![]() ![]() | Commentary here. |
Contact Lar (Conjuration 5) ![]() ![]() | ![]() Lar | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Contact Angel of the Host (Conjuration 5) ![]() ![]() | ![]() Angel of the Host | ![]() ![]() ![]() ![]() ![]() ![]() | Don't let the Dominions 5 sprite fool you; this guy is an excellent, fully-equipped unit. He's not a commander, though, so that may be a problem. His attack is accompanied by a square-pounding burst of Holy Fire, which is twice as strong against Undead and Demons. This burst is not very effective against the common Imps due to their Fire Resistance. |
Angelic Choir (Conjuration 6) ![]() ![]() | ![]() Angel of the Heavenly Choir x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() With Gift of Reason ( ![]() | Essentially a booster pack for your Harbingers and Seraphim. These guys are a bit tougher than Marignon's rank-and-file infantry, however, in most cases. They just won't fight if they're allowed to conduct their true calling: fueling a Chorus of Angels. |
Contact Harbinger (Conjuration 6) ![]() ![]() | ![]() Harbinger | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Heavenly Wrath (Conjuration 7) ![]() ![]() ![]() | ![]() Angel of Fury | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Angelic Host (Conjuration 7) ![]() ![]() Remote Summons | ![]() Arch Angel | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Angel of the Host x 6 | See above | ||
Heavenly Choir (Conjuration 9) ![]() ![]() ![]() | ![]() Seraph | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() No Wish ![]() | Commentary here. |
![]() Angel of the Heavenly Choir x 9 | See above. | ||
![]() Harbinger of the Choir x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
||
Awaken Hamadryad (Enchantment 5) ![]() ![]() In ![]() | ![]() Hamadryad | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Plant Female ![]() | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
1 Arch Theurg (1 in 4) doesn't have any helpful paths.
2
7 can cast Heavenly Choir for
4.
3 Arch Theurg (1 in 4) can create a unique Tome of High Power. If it does, then no empowerment is needed.
2
7 can cast Heavenly Choir for
4.
2 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.
No native access. It's hard to reach, but 5 can cast King of Elemental Fire for a 1 in 2 chance of
1.
Also difficult to reach, 5
4 can create the Magic Lamp for Al Khazim - Jinn and
3.
4 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.
No native access. No simple summons.
No native access. No simple summons.
No native access. No simple summons.
No native access. No simple summons.
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.