Therodos was once a kingdom of sages and craftsmen ruled by the Telkhine. When the Telkhine declared themselves god-kings, their kingdom was visited by divine judgement that plunged their island homes into the sea. Now, what remains of the living toil away alongside spectres of their former kinsmen, who were barred from entering the underworld and have not yet fully grasped their incorporeal condition. The more powerful remaining mages, the Hekaterides and Daktyloi, are brothers and sisters of one ilk; and while the Daktyloi toiled away on crafts the Hekaterides flowered in dance, and gave birth to the satyr race.
Many of the units in this nation's lineup are adapted from Greek myths surrounding the crafter daimones who protected an infant Zeus from his father Cronos. The story of a race plunged underwater as part of divine retribution is also reminiscent of the flood after the end of the war with the giants in Ovid. The nation's Telkhines are also of Greek myth, and just like in myth they mixed water from the Styx with sulfur to create a terrible poison.
Therodos is an underwater amphibious nation whose dominion kills population and generates units. The units generated in this way (termed freespawn) are a mix of ethereal ghosts with spectral weapons, a very small number of which are sacred. Therodos' recruitable units and commanders are fairly limited in variety but include berserkers (Kourete), good commanders (Melia), powerful Nature and Water mages (Hekateride), and versatile crafters (Daktyl), all of which are sacred. Other unit options include the conjuration of Telkhine at Conjuration 8, as well as regional Mediterranean summons.
Therodos has an easy time expanding early with its troops, owing largely to their etherealness. However, it can take a few turns to get an expansion force out and the troop composition that is offered up by their dominion's popkill is out of the player's control. Dealing with other players can be an area where Therodos struggles, either after expansion is finished or due to someone else's early aggression. There are a few spells and tactics they deploy effectively, but their versatility falls off when dealing with certain kinds of opponents, notably high morale or poison-resistant foes, or anything with plentiful weapons.
Gold is a constant concern for Therodos. A fort is required in a province in order for ethereal units to spawn there, which means Therodos wants to scramble for income early and get the funds for a few forts before their dominion kills too much of the population. Recruiting mages until the lategame also requires gold, but their dominion largely prohibits growing an economy. It is sometimes preferable for Therodos to keep high-income provinces free of their own dominion, allowing the enemy's dominion to fill in instead, in order to maintain an income from there. Acquiring new territory is another source of income, but it comes with its own vicissitudes.
|Special Race Attributes||Military||Magic Access||Priests||Buildings|
| Spectral Humans|
Powerful Magic Beings
| Spectral hoplites|
| 4 (Rare 5)|
3 (Rare 4)
3 (Rare 4)
2 (Rare 2)
1 (Rare 2)
1 (Rare 2)
|Average (2)|| Advanced Forts(Castle)
Can build Underwater Forts
The magic paths listed above do not include paths obtained through summons or low-percent randoms.
| Enables recruitment of:
Generates 1131 per turn.
As mentioned earlier, Therodos' dominion kills population to generate ethereal units in forts. Death scales increase the number of units generated. Forts also prevent the complete depletion of population.
It is worth noting a few things about the ethereal units.
Therodos has unique access to the spells Call Ephor and Call Spectral Philosopher at Conjuration 0. These spells both require a D1 mage to cast and, naturally, cost Death Gems. The commanders summoned by these spells contribute to Therodos' freespawn or research, respectively. While the nation's capital generates one Death Gem per turn, mages of that path can be unreliable to get a hold of.
Therodos' Daktyloi have broad but shallow magic path access. With the Master Smith trait, they add one effective level to each magic path for the purposes of crafting. This allows potential access to several maic path boosters, or other desired items. Notably, all Daktyloi have at least 2 which allows reliable access to Dwarven Hammers. The nation's coastal recruitment magi, the Kabeiroi, have even more shallow path access, but have the Forge Bonus (1) trait, which reduces the gem cost of anything they make by 1. Paired with Dwarven hammers, this can reduce the cost of items that can be made with the Kabeiroi's paths by 3 gems. Path boosting items can increase the variety of items that these magi can make.
Crafting in Nature and some of its crosspaths is also possible via the Hekaterides.
Therodos has a limited recruitable troop lineup to begin with, and this is further constrained by fort location.
Coastal forts (land forts that have a connection to a water province) allow the recruitment of the national mage Kabeiroi as well as a slew of average human units. In addition, every coastal fort can recruit Korybantes, sacred berserker troops very similar to the cap-only Kourete without being amphibious.
Non-undead units controlled by Therodos suffer a -1 morale penalty their dominion instead of receiving a +1 bonus. This is a national trait which is not negated by being a disciple and is not shared with disciple nations should Therodos be the pretender.
The 11100% is a sacred, low-path mage priestess who can lead troops in formations, including undead. Along with being Therodos' cheapest researcher before building a coastal fort, they can contribute to combat with low-requirement magic such as and .
The 1121100%+10% is a sacred cap-only mage that requires 4 commander points to produce. They provide good Earth access along with the Master Smith trait, which allows them to craft higher-path items than they normally could. They are Therodos' only native Fire and Death access, the latter being important for some of the nation's summonable researchers and units. They are useful in combat for several Alteration options, as well as and . Later in the game, some of them can enchant whole armies with or .
The 2231100%+10% is another sacred cap-only mage that requires 4 commander points to produce. They are the nation's highest Water access, which is of great import when fighting other underwater nations. They are the only Nature access for the nation, and provide a solid level of it. They can contribute to combat in a variet of ways with their paths, but one of the more notable power gains for the nation come when Enchantment 5 is reached, and Hekaterides are used to cast . This is not a mandatory strategy nor is it universally effective; but the amount of damage that the battlefield poisoning spell does to non-resistant units can provide a significant mid-game tool for conquest or defense. This is in large part due to Therodos' spectres being nigh-immune to poison. It is worth noting that the Hekateride casting this spell and other non-undead on the field should seek protection from poison through some means.
The 11100% is a sacred human mage recruitable by Therodos in coastal forts. It has low paths, with unreliable diversity. However, they can contribute to research at a lower cost than the Melia, which is the only other mage the nation can recruit outside its capital, barring independents. In addition, they possess the Forge Bonus (1) trait, reducing the gem cost of items they make. With these on repeated recruitment, the player will likely end up with a variety of cross-paths that are of varying degrees of usefulness for crafting or for combat. In combat, much of their usefulness rests in spamming out low-level Evocation or Alteration spells.
Very similar to independent scouts, but slightly more stealthy and wearing no body armor, thecan be recruited in coastal forts.
With decent leadership capacity, but no ability to use formations, theis at least well-armored for a mundane leader. They can be recruited in coastal forts only.
The .is a summonable researcher that can occasionally appear as freespawn, though rarely. They have no magic paths but a base Research value of 10. They can be conjured with the spell for 11
The 1 is a summonable priest that can occasionally appear as freespawn, though rarely. They can use the action Call Spectres to accelerate freespawn yield, and can be conjured with the spell for 7 .
Theare sacred dancing warriors that are Therodos' only recruitable unit from the capital. They possess many quirks, such as automatically going berserk (3) when blessed, having the bad formation fighter (-2) trait, and counting as magic being. This combination of traits can be tricky to manage.
Recruitable in coastal forts, theis a very average unit with a short bow. It has 2 more map move than independent archers with the same armor, and a better helmet.
Recruitable in coastal forts, theis a lightly armored skirmish troop armed with javelins. Their shields are made of wicker, leaving them open to occasional arrow damage even on a successful block.
Recruitable in coastal forts, theis the nation's most heavily-armored troop. They do not have the formation fighter trait that some other hoplites have.
Recruitable in coastal forts, theis a sacred dancer much like the Kourete, but differs on several points.
They all share these special attributes:
1 for 11 ( x1). These ghostly commanders have no magic paths but a base research value of 10.Conj0
1 for 7 ( x1). These ghostly priests can perform the Call Spectres action to yield more of Therodos' freespawn ghosts.Conj0
52 for 69 ( 244221100%, which when the random path is applied, is usually the highest base value in any of those paths that Therodos can achieve, barring rare randoms and empowerment. Additionally, when it shapechanges into its human form, it gains the master smith (1) ability, allowing it to forge items even one level higher than their paths (at the cost of -1 and -1). This can open up many path boosters not previously accessible and allow Therodos to continue climbing in effective path levels. The human form also possesses hand slots that the demon shape does not, and a better leadership and morale value. The demon shape, meanwhile, emits a fear aura. x1). Telkhines are very powerful magi with diverse paths, which can be difficult to obtain due to the spell's path requirement. A Hekateride that randoms air still requires 1 and 2 to be able to cast the spell. The Telkhine is amphibious and has the sailing ability, which can offer Therodos mobility across the coastlines they wish to control. Two features that represent the curse placed upon the Telkhine are their reaper trait, which kills 5% of the population they are in each month, and the Telkhine Malediction spell that they automatically cast at the start of each battle. This spell behaves exactly like . As a mage, the Telkhine possesses baseline paths ofConj8
3 13, (summon 12x 121 mages. ). is an unarmored torch-bearer of the underworld with limited invulnerability, recuperation, and patrol bonus. Their torch grants them an area of effect 1 attack that can also apply decay. While these are units, the spells and can make them into commanders, whereupon they becomeConjuration 5,
21 4, (summon a . The has moderate protection but a fair amount of HP. Along with its patrol bonus, the hound has in-combat uses by providing a fear aura and resisting poison. It has three attacks: two hound bites which deal extra paralyzing damage to undead, and a strongly poisonous snake tail bite. ). is a ritual that summons a single large two-headed dog that has a snake for a tail, at the cost of 4Conjuration 5,
2 12, (summon 3x 11 mages, which can allow a nation with death access and either or for the afore-mentioned spells to break into blood. ). are demons that have a slew of abilities to their name, being ethereal, flying, invisible, and causing fear, to name a few of their advantages. Conversely they come with mediocre HP and protection that is only slightly mitigated by a decent defense score. When targeted by or , they becomeConjuration 6,
2 1, (summon 10x during Combat). has qualities in common with longdead, such as pierce resistance, poor amphibian, inanimate, cold resistance and poison resistance, and spirit sight. However, the Spartoi are not undead but magic beings. Well-armored and armed with magic spears, they can prove sturdy line holders with their formation fighter trait.Enchantment 6,
33 30, (summon a ). It is a tough trampling unit with a minimum of 15 in all resistances, as well as all physical resistances, and fairly high protection. Despite all these strong points, its price tag, required research level, and its average Magic Resistance score are prices to weigh carefully when thinking of fielding these. Of note besides the basic attributes, the bull is and thus has an encumbrance score of 0, meaning that it does not accrue fatigue while trampling or attacking. It also has a heat aura and a fire breath weapon that can respectively fatigue and damage enemies not resistant to fire.Construction 7,
Despite its ghosts, Therodos is not a Death nation: Death is actually its rarest path. Therodos is also not a Communion nation, completely lacking Astral and Blood, so you should understand what you have available to you.
Nature is unusually strong with Therodos's 1, while you can pay 2.375x the price for a guaranteed 3 who might have 4. In my experience, hoping for that one-in-four chance in the short term is folly, but you'll eventually get one; unfortuantely, the nation doesn't start out with income, and Nature is somewhat-limited without , even at 4 and especially with Undead troops. Assuming you go the Enchantment route and don't get absolutely screwed with site-searching, you can meme Atlantis and R'lyeh with from even your 3's, while your 4's can (if you're also doing Construction for boosters) reap the benefits of 6 with . If you choose to go the Alteration route instead, you can apply to your Protection-less Ghosts in vast quantities ( , even without ), and you won't have to worry about the Vulnerability to Fire (if you stay underwater), unless Atlantis gets miffed enough to try using .s and their daughters; all of your usable underwater Commanders have
Water is a staple of all Underwater nations, and Therodos is no exception; however, Therodos has the weakest and least-efficient Water Magic of the five Underwater nations. Disregarding summons, its depth is tied with Oceania's (though Therodos has better Water depth than Oceania on land), but its access is quite limited outside of its capital. s are the "big" casters once again here, all of them having 2 and a quarter of them having 3. Unlike the major Underwater Water powers (Atlantis, R'lyeh, and Pelagia), Therodos can't exactly churn out s to dominate the seas, since its s are slow-to-recruit and capital-only while its i don't consistently have even 1. Water has other underwater functions that you only need a mage or two for, however; Alteration has and (as well as and for amateurs), while Enchantment has and . With Construction boosters, you can boost your Hekaterides to 4/5.
Earth is the specialty of the 2, and one-in-five of them have 3. Since all dwarves can make and wear , you are guaranteed 3 for at least them; only one-in-four of your coastal jerks will have 2 innately, but that's not the end of the world. Typically, Earth's earliest power-boost comes from getting in the Construction school; while you're encouraged to get deep into that school for your dwarves to have more shiny things to make, Legions of Steel is ineffective on your ghosts (who lack physical armor), and your earliest useful power-bump is actually in Enchantment via . Alteration (while it takes a little longer to bear fruit) is one of the best-known schools for Earth, and for good reason; , , and are all quite useful, especially for making up for your laughbable income. You can even juice your 4 dwarves (3's wearing boots) to cast or .oi, as well as your coastal mages. All of your dwarves have
Air is a 1 with a one-in-five chance of 2. This is just below what you need for forging Air boosters, unfortunately, but it adds some elemental variety to your magic. Atlantis's won't like an or two messing them up, for example. One-in-250 Daktyloi have 3 and can (and should) craft the Air boosters.path, and not exactly a Daktyloi or Hekateride one, though all of your dwarves will have
Fire is a lot more limited than Air, since your dwarves aren't guaranteed a level (and since you start underwater). One-in-four 1, versus one-in-five of your oi. Fortunately, you can still hammer other underwater Barkskin-exploiters with , you can convert directly into money with , and your Fire-dwarves who wear Water-boosters can exploit the game's lack of Acid Resistance on land. Should you luck into a 11 dwarf (these guys make up one-in-250 of the world's Daktyloi), you can (and probably should) craft a or two, just so you can cast in battle and unsuspecting foes.guys will have
That leaves Death, which appears on one-in-five of your Daktyloi as a mere 1. Fortunately, your Daktyloi are Master Smiths and only need 1, since they can craft a to reach 2. Your Staff-wielding dwarves will provide everything you really need from the dark path: s and s from Conjuration, and from Alteration, and the dreaded from Enchantment.
If you want the extra paths from Telkhines (they deepen your access regardless of their 1100% random), your cheapest setup option is to spend 30 to empower a 31 Hekateride up to 32, and then fill the missing Water levels with a and a .
By the way, Therodos has a virtually-unique opportunity to take advantage of the hidden paths on "Greek" summons; they possess both the prerequisite paths for 1, and uncovering 1 from the es is just an empowerment in Death (a mere 30 extra ) away. Granted, you're probably not going to find much use for Blood with your tainted tax base, while getting Astral this way is a bit of a novelty as well.and the prerequisite paths for summoning es (both with boosters), allowing you to uncover
What is the best spell you can use in combat. What spells the best support your national lineup, Is there weakness that you need to fix? Any tricks you should be aware you have?
What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?
Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?
do you have a game plan? Anything you should always be working toward? Any National weaknesses?
What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for
How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly
youtube of someone discussing the nation
guide page on steam??
forum thread or AAR
|Early Ages||Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos|
|Middle Ages||Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys|
|Late Ages||Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia|