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 |
---|---|---|---|---|
4 (rare 5) 3 (rare 4) 2 (rare 3) 1 (rare 2) 3 | Heroes: 2234 | Legionnaires Serpent Cataphracts Gladiators Hydras | Communions | Standard Forts Starts with a Fortified City |
Capitol Gems: 215
Order Limit + 1
High Magic Gem Income
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 | 1 Sacred | Commentary here. | |
Theurg Acolyte 100 1 2 | 117 Sacred | Commentary here. | |
Theurg 300 2 2 | 112213 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 | 2131100% 10%319 Sacred Fortune Teller (10%) Old Age | Commentary here. |
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. |
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 | 223419 Sacred Old Age | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Pride of Lions (Conjuration 3) 2 and 9 | Great Lion x 15+ | Darkvision (50%) Undisciplined Animal | Commentary here. |
Contact Lar (Conjuration 5) 1 and 16 | Lar | 11213 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) 3 and 7 | Angel of the Host | Sacred Fire Resistance (5) Shock Resistance (5) Awe (5) Invulnerability (15) | Commentary here. |
Angelic Choir (Conjuration 6) 3 and 15 | Angel of the Heavenly Choir x 3 | Sacred Fire Resistance (5) Shock Resistance (5) Awe (5) Invulnerability (15) Chorus Slave 2 with Gift of Reason | Commentary here. |
Contact Harbinger (Conjuration 6) 4 and 25 | Harbinger | 3211 Sacred Fire Resistance (5) Shock Resistance (10) Awe (5) Invulnerability (20) Chorus Master | Commentary here. |
Heavenly Wrath (Conjuration 7) 31 and 35 | 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) 5 and 50 Remote Summons | Angel of the Host x 6 | See above | Commentary here. |
Arch Angel | 4313 Sacred Fire Resistance (12) Shock Resistance (5) Awe (6) Invulnerability (25) | Commentary here. | |
Heavenly Choir (Conjuration 9) 27 and 144 | Seraph | 444429 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) 4 and 25 | Hamadryad | 37 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. |
See Magic Access. These guides supplement the summaries at the top.
1 Arch Theurg (1 in 4) doesn't have any helpful paths.
27 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.
27 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, 54 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.