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Practically though, the answer is you don't, you manage the annoyance they pose until you can claim enough thrones to win in spite of them.
If you have enough gold, you can recruit the lizard warrior indies, and they have swimming. There are also some amphibian and flying indies, although you might not have access to any of these.
For fire gems, you can summon Terracotta Warriors(which are poor amphibians). You can use astral gems to make Crowns of Command to get enough magic leadership for them.
For air gems, I think(but am not sure that) the Ring of Levitation gives floating, which allows people wearing them to cross rivers as well. If you get Harbringers, you can make Wall Shakers for siege strength, or use Great Eagles. If you have bone tribe indies, you can get Corpse Constructs(equip the caster with Storm Spools and Lightning Rods to get more). You can presumably just use Mound Kings for the undead leadership required to lead the constructs as well.
They only have three provinces.
Build temples in all the surrounding provinces and defend them.
But yeah, rivers seem a lot more prevelant, which is why I usually try to fit in the "Swimming" bless if I take heat as a nation. That way at least my sacreds can always cross.
As for how to deal with the island, you can certainly clear out these provinces with thugs. The castle will be tougher to take, although not impossibly so. I would suggest to summon a harbringer and then use it to summon great eagles.
The main issue is that there will probably still be Phaecians coming to your shores.
I noticed you don't have much magic diversity. You should look at the provinces you captured and see if any of them have independent faction mage commanders you can hire if you build a lab there. Then search for magic sites with those mages so your income is more than just fire and astral gems. Also the normal mages you get in your capital as well should be searching for magic sites to boost gem income.
Then you can use magic to solve these problems. Air and Water magic let you craft items that let you move a whole army under water or across rivers.
Death magic lets you summon ghosts and banes/wights which are amphibious and quite strong.
I encourage you to experiment more with the magic side of the game, as once you get used to moving troops around, there is a huge amount to learn and discover with magic.
Taking on a sea nation, however, requires a whole dedicated strategy that is usually based on the kind of magic you have available. If you post your magic paths available, gems and gem income, and research levels, you can get more specific advice.
You should have access to astral: ether warriors can cross water and are not bad, especially if fight in high magic dominions.