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Zemaitia is a woodland realm of harsh winters and short summers inhabited by humans and Chudes, an exalted race of great strength and beauty. Once the Chudes were at war with the Vanir, but with the arrival of the Black Knights all changed. While some of their kin allied with the Vanir to fight the Black Knights, the Chudes of Zemaitia withdrew to defend their forest home. But the Black Knights were unstoppable and the Chude armies were defeated. The knights entered the forest and erected the mighty fortress Fort Vedun where the dweomer of the land was the strongest.
But over time the Chudes regrouped. For a time Fort Vedun stood fast, but as the war against Vanarus dragged on the Iron Kingdom withdrew. Fort Vedun was left to defend itself and became isolated in a hostile land seeped with magic. The fortress and its inhabitants were slowly transformed by the magic of the Dreamwild. The last human Hochmeister struck a deal with the Chudes and swore them allegiance. With the aid of the Black Knights the Chudes of Zemaitia defended their forests from the nascent Vanarusian kingdom. For centuries the Zemaitians went into hiding.
When Vanarus eventually crumbled and the human princes replaced the last of the Vanjarls, the Chudes of Zemaitia and their Sylvan Knights emerged from their sequestration and challenged the Princes of Bogarus.
If you are considering picking this nation to play, what should you know?
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
|---|---|---|---|---|
| | Heroes: Summons: Also see Rus | In Forts: Ulmish (high HP & STR) Great Armor Arbalests In Forests: Above-Average MR Poor Equipment Stealthy Forces Chudes (amazing stats) off-fort (Capital gets Chudes as well) In the Capital: Shapeshifters Sacred Moose Riders | | Starts with a Citadel Temples cost 300 in Forests |
Capitol Gems: 1
2
1
Cold Limit + 1
Magic Limit + 1
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Pyrenian Scout | | Commentary here. |
| Pyrenian Castellan | | Commentary here. |
| Pyrenian Marquess | | Commentary here. |
| Destrier | |
|
| Pyrenian Priest | | Commentary here. |
| Cambion Count | | Commentary here. |
| Black Goat | | Commentary here. |
| Blood Bishop | | Commentary here. |
| Cambion Countess | 10% Female | Commentary here. |
| Cambion Queen | 10% Female | Commentary here. |
| Cambion King | 10% | Commentary here. |
| Black Goat | See Above. | Commentary here. |
| Pyrenian Monk Non-fort Recruit | | Commentary here. |
| Sorgina Non-fort Recruit | Female | Commentary here. |
| Black Cat | Adds: | Commentary here. |
| Pyrenian Crossbowman | | Commentary here. |
| Pyrenian Spearman | | Commentary here. |
| Pyrenian Footman | | Commentary here. |
| Pyrenian Swordsman | | Commentary here. |
| Pyrenian Man at Arms | | Commentary here. |
| Pyrenian Knight | | Commentary here. |
| Destrier | |
|
| Cambion Knight | | Commentary here. |
| Black Goat | | Commentary here. |
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Summon Simargl (Conjuration 2) | Simargl | | Commentary here. |
| Summon Firebird (Conjuration 3) | Firebird | | Commentary here. |
| Sloth of Bears (Conjuration 3) | Great Bear x 15+ | | Summons high strength blobs of hit points. Can work as evocation bait, as the bears have more HP than your troops and even lower MR, but otherwise unremarkable. |
| Herd of Moose (Conjuration 3) | Moose x 15+ | | Summons what are basically giant wolves with lower Morale. They're not great at hitting foes. |
| Contact Sirin (Conjuration 3) | Sirin | Female | Commentary here. |
| Summon Likho (Conjuration 4) | Likho | Female | The opposite of a Firebird. Has a long-range curse attack. A critical mass of them can devastate a province like a remote attack ritual. They're reusable if not discovered. If discovered, can't survive on their own. Don't let them linger in your own territories. |
| Contact Alkonost (Conjuration 4) | Alkonost | Female | Commentary here. |
| Summon Rusalka (Conjuration 4) | Rusalka | Female | Commentary here. |
| Send Vodyanoy (Conjuration 4) in Remote | Vodyanoy | | A bunch of Water levels at a good price. Adding them to your army is weird, though, since you have to conquer an Underwater province with limited access. |
| Send Lady Midday (Conjuration 5) | Lady Midday Remote | Female | Commentary here. |
| Summon Zmey (Conjuration 5) | Zmey | Drake | What if Fire Drake but bigger, stronger, tougher, one gem cheaper, two more bites, can fly and obey commands. |
| Contact Gamayun (Conjuration 5) | Gamayun | Female | Commentary here. |
| Send Bukavac (Conjuration 5) in | Bukavac | | Commentary here. |
| Contact Beregina (Conjuration 6) | Beregina | Female | Commentary here. |
| Summon Lauma (Conjuration 6) (Cave Forests count) | Lauma | Female | Breaks Zemaitia into Water, at least. If 3 or more are in a single province, one of them auto-casts Rain. |
| Contact Cloud Vila (Conjuration 7) in in (Internal) Darkness | Cloud Vila | Female | Commentary here. |
| Contact Mountain Vila (Conjuration 7) in in (Internal) Darkness | Mountain Vila | Female | Of all the Rus-line nations, Zematia is the only one able to reasonably summon this lady. (Late-Age Gem rarity aside.) Best kept out of big battles, due to your lack of other despite her unique-ish access to Gift of the Moon. She site-searches, sutures, smiths, and sneaks around nicely. She also bounces Mind Hunts. |
Sacred Stag | | Commentary here. | |
| Contact Leshiy (Conjuration 8) in | Leshiy not in | Pathboost (-1 ALL) | Commentary here. |
Leshiy in | Add: Change: Pathboost (+ | Commentary here. | |
Great Forest Bear in | No Magic Remove: Add: | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
1-in-250 Antlered Vedun have
2. The same proportion have
2,
3,
4, or
4.
Highest Starting:
1 Vedun Mage Smith (33%)
Highest Starting:
1 Chud Vedun (25%)
Zemaitia can summon Mountain Vilas (
2
1
3) with relative ease.
2 on its own is not that impressive, but Zemaitia gets the option earlier than Glamour nations' typical route, Faerie Court. Zemaitia can also summon Leshiys (
2
1
2
4 in Forests), if it gets to
6.
No Native Access.
Zemaitia has earlier access to Water than most other Glamour nations, through summoning Laumas (
2). This is also less demanding for them than the traditional option, Faerie Court.
Laumas can then craft both the Water Bracelet and the Robe of the Sea. They can summon
3 Sea Kings for an extra level; or they can pass on both boosters to a Leshiy (
1
2), who can summon Bereginas (
3
1
2).
Highest Starting:
2 Vedun Mage Smith
No Native Access.
Zemaitia can summon Mountain Vilas (
1) with relative ease.
1 on its own is not great, but you get it without needing to perform Gem Alchemy and/or Empowerment.
No Native Access.
Highest Starting:
3 Antlered Vedun (22%)
Notably, Zemaitia's Glamour access lets it cast Lore of Legends, boosting up from
4 (with the Thistle Mace) to
5; from there, they can craft the Treelord's Staff to stay at
5.
Zemaitia's
4 mages can also cast Contact Mountain Vila, summoning a
3
1 mage who can craft the Moonvine Bracelet; this brings Zemaitia's magic access up to
6, if you do both. You can then climb to
7 by summoning a Leshiy, who has
4 without items (in Forests).
Highest Starting:
3 Antlered Vedun (22%)
Notably, Zemaitia has access to the Mirage Crystal; combined with the Gossamer Veil, they can attain
5 without much issue. They need only
4 to cast Lore of Legends, which provides one turn of extra boosting in each of their paths.
No Native Access.
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.
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Pyrène is one of three Late nations without any Astral magic; the other two are Caelum and Xibalba. This makes Pyrène immune to Magic Duel rushes, but not if they take an Astral Pretender God, in which case all Magic Duel attempts will be funneled upon them. This also makes Pyrène one of the only three nations vulnerable to Mind Hunt sniping, and arguably the most vulnerable of them due to the nation's typically low Magic Resistance.
Aside from that, Pyrènian magic is rather narrow on off-capital forts; disregarding the 10% randoms on the Cambion Countess, the nation is essentially limited to Blood and Glamour from its citadels. The off-capital mages are more varied, but the gulf between a fort-less province and one with a citadel is extremely significant.
The best Pyrènian mages have average Morale, which ironically makes the nation vulnerable to its own Seduction gimmick. Said mages can deflect Dream Seduction with their Magic Resistance (which is above average), but they're out of luck against Pangaean Dryads and Marignese Troubadours.
Add links to guides or other overviews for this nation here.