Therodos is an amphibious nation that is notable in being both the only popkill nation in the EA (1% per candle per turn) and one that depends heavily upon gold. Therodos's dominion kill population but also creates spectral undead in their forts and occasionally undead commanders. Their living units and commanders consist of powerful Daktyloi mages and smiths, the less powerful coastal human smiths, and the heavily armored berserking Kouretes and Korybants. Therodos's most powerful mage is the summonable or pretender Telkhines, which are giant mages with access to every elemental path along with death.
The Telkhine empire of Therodos was vast and powerful, the Telkhines themselves were almost god-like beings which had the appearance of giants with dog heads and penguin flippers whom had the less powerful but still significant Daktyloi as servants, whom in turn were served by the humans of the region.
To give the brief of it, the previous Pantokrator thought the Telkhines were getting too big for their boots with their investigation into death magic, maybe they started unlocking the ever-popular Tartarians, who knows? So he first cursed all those Telkhines involved with an aura causing a wasting plague (The Telkhine malediction), then decided it was not enough and banished all but the non-involved Telkhines (three) plus sunk the islands of the empire.
Fortunately the Daktyloi were tough cookies, and didn't need air, and the ghostly human dead refused to be dead due to ignorance, so they set about rebuilding the empire form one tiny little sunken island.
|Unit sprite||Unit name||Type/method of acquisition||Cost||Res||Magic|
|Daktyl||STR Cap Mage||240||2||Yes||A1W1E2 110%FDAWE|
|Hekateride||STR Cap Mage||365||1||Yes||W2N3H2 110%AWNE|
|Kabeiros||Coast Fort Mage||125||7||Yes||E1 100%EAWF|
|Korybant||Coast Fort Sacred Unit||21||22||Yes|
|Kourete||Cap Sacred Unit||29||23||Yes|
|Melia||Not-inland Fort Mage||165||21||Yes||W1 100%NAE|
|Spectral Archer||Freespawn Unit||N/A||N/A||No|
|Spectral Commander||Freespawn Commander||N/A||N/A||No|
|Spectral Hoplite||Freespawn Unit||N/A||N/A||No|
|Spectral Kourete||Freespawn Sacred Unit||N/A||N/A||Yes|
|Spectral Peltast||Freespawn Unit||N/A||N/A||No|
|Spectral Philosopher||Freespawn/Ritual Researcher||8D||N/A||No|
|Telkhine||Ritual Mage||69W||N/A||No||F2A4W4E3D2 100%FAWED|
|Therodian Archer||Coast Fort Unit||10||7||No|
|Therodian Commander||Coast Fort Commander||10||31||No|
|Therodian Hoplite||Coast Fort Unit||10||31||No|
|Therodian Peltast||Coast Fort Unit||10||5||No|
|Therodian Scout||Coast Fort Commander||25||3||No|
Strategy Overview Edit
- 1% per turn per candle popkill.
- Lots of paths, few/expensive mages.
- Cheapish sacreds, massive money problems and other recruitable troops suck.
- Freespawn with dominion in forts, but have mr resist weapons and human moral.
- Really a land nation but starts underwater and can't recruit anything in-land.