Table of Contents

LA Marignon, Conquerors of the Sea

Lore

Marignon is a feudal theocracy that rose out of the ashes of Ermor. Through religious austerity and fanaticism the young kingdom prevailed when death walked the land. When kingdom after kingdom crumbled under the might of the Ashen Empire, the leaders of Marignon turned to desperate measures. The Grand Masters of the House of Fiery Justice struck a bargain with infernal forces. Devils started to fill the ranks of the human armies and with time Marignon became dependent on devils to survive. Devils and the Holy Knights of the Chalice were all that kept death at bay. In a cataclysmic battle the knights fought a great army of walking dead. Both armies were annihilated, but new Ermorian legions would soon re-emerge from the ashen realm. The Grand Masters called their Infernal Lords and a host of demons was released upon Eldregate. The Holy Chalice was captured and brought to the House of Fiery Justice. Ermor was destroyed, but the Infernal Lords demanded continued sacrifice and devil-worship became part of the faith. Imps are bound as jesters and servants and most noble families have their own imp familiar. Order has returned to the kingdom and Marignon is slowly turning its interests outwards. Recent developments in shipbuilding and navigation have allowed the priests and nobles of Marignon to expand the influence of God to distant shores. To bring the True Faith to the heathens has become more important than hunting heretics at home. Witch Hunters have been replaced by Navigators and Chartmakers who serve under the command of admirals to spread the might of the kingdom to distant shores.

"Marignon is a late medieval nation of inquisitors and religious fanatics. Prudent – or perhaps paranoid – priests search for vice and heresy throughout the land, putting men and women to the pyre with fiery justice. Imagine the soldiers wearing fancy and colorful Renaissance clothing, while religious and arcane officials wear red or black robes and severe miens. In the late era the Spanish influence is heavier than the Albigensian. Later Gothic concepts of occultism and devil worship are incorporated along with seafaring and missions abroad." -Illwinter

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
fire 33 (rare 4)
blood 33 (rare 4)
air 22
water 22
earth 22
astral 22
glamour 22 (rare 3)
nature 11
holy 33
Heroes
fire 11astral 11holy 44
fire 33astral 22holy 22
Summons
air 33holy 22 (req. astral 44)
fire 33death 33blood 33 (req. astral 11blood 44)
fire 44air 44astral 44holy 44
(req. fire 22astral 77)
Heavy Infantry
Crossbowmen
Flagellants
Castle Defence
Sailing
Inquisitor
Starts with a Grand Citadel
Standard Forts
Masons
Trace income across oceans.

Capitol Gems: 1firegem1airgem1astralpearl1glamourgem
Order Limit + 1
Productivity Limit + 1
Bless Points + 3

Blood Sacrifice: May blood sacrifice to increase dominion. This ability is not transferred to disciple nations. Disciple nations with this ability can still use it. These nations do not have dying dominion.

Inquisition: Automatically reduces enemy dominion and spreads own dominion up to 1 in owned provinces.

The Hall of Mirrors: In the capital, a glamour mage may enter this site to scry (range 3).

House of Justice: In the capital, any undead beings have a 25% chance of getting blasted by holy energies (10 AN, MR).

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
35
4
1
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Assassin
85
7
1
Stealthy (65)
Assassin (1)
Ambidextrous (2)
Sailing (Size Points 3, Max Size 3)
Commentary here.
Plague Doctor
110
2
2
random020%
Poison Resistance (5)
Disease Resistant (100)
Stealthy (40)
Disease Healer (2)
Plague Doctor (4)
Population Spy
Commentary here.
Lieutenant
55
9
1
Commentary here.
Imp Trainer
55
6
1
Summons in Battle (Imp Pet x 1d6) Commentary here.
Captain
75
22
1
Sailing (Size Points 999, Max Size 6) Commentary here.
Goetic Captain
90
22
2
random020%
Sailing (Size Points 999, Max Size 6)
Commentary here.
Troubadour
110
5
2
Stealthy (70)
Seduction (Morale vs. 9)
Spy
Commentary here.
Missionary
75
1
1
Recruit Anywhere
holy 11
Sacred
Sailing (Size Points 999, Max Size 6)
Commentary here.
Diabolist
90
1
2
fire 11blood 11rp 99 Commentary here.
Mirror Mage
90
1
2
glamour 11random1100%rp 99 Commentary here.
Chartmaker
95
2
2
astral 11random1100%rp 99
Sailing (Size Points 999, Max Size 6)
Commentary here.
Inquisitor
135
1
1
holy 22random1100%rp 77
Sacred
Patrol Bonus (10)
Inquisitor
Commentary here.
Goetic Adept
160
1
2
fire 11blood 11random1100%rp 1111 Commentary here.
Royal Navigator
225
2
2
Coastal Fort Only
air 11water 11astral 11random1100%rp 1313
Sailing (Size Points 999, Max Size 10)
Commentary here.
Architect
75
52
1
Capital Only
Siege Bonus (25)
Castle Defence (25)
Mason
Commentary here.
Admiral
140
22
1
Capital Only
Sailing (Size Points 999, Max Size 10) Commentary here.
Master of Mirrors
175
1
2
Capital Only
glamour 22random1100%
10%
rp 1111
Commentary here.
Royal Alchemist
255
1
2
Capital Only
fire 11earth 11astral 11random1100%rp 1313
Alchemist (50)
Old Age (50/48)
Commentary here.
High Inquisitor
285
1
4
Capital Only
holy 33random1100%rp 77
Sacred
Patrol Bonus (15)
Inquisitor
Old Age (66/50)
Commentary here.
Goetic Master
370
1
4
Capital Only
fire 22blood 22holy 11random1100%
10%
rp 1515
Sacred
Old Age (52/46)
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
City Guard
8
10
5
Castle Defence (1) Commentary here.
Crossbowman
10
10
9
Commentary here.
Pikeneer
10
20
9
Commentary here.
Halberdier
10
22
9
Castle Defence (1) Commentary here.
Swordsman
10
28
9
Commentary here.
Palace Guard
20
27
31
Castle Defence (2) Commentary here.
Royal Guard
20
33
31
Bodyguard (3) Commentary here.
Flagellant
10
4
5
Recruit Anywhere
Sacred Commentary here.
Deliverer of Justice
18
23
18
Capital Only
Sacred Commentary here.
Hand of Justice
19
27
21
Capital Only
Sacred
Castle Defence (1)
Patrol Bonus (3)
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Carmont - Cardinal fire 11astral 11holy 44rp 99
Sacred
Inquisitor
holy 44 allows for full-party Morale-boosting, to say the least.
Angelique d'Armant - Heroine Sacred
Inspirational (1)
Skilled Rider (5)
Female
Commentary here.
Destrier Sacred
Animal
Tomaso del Monferrada - Witch Hunter General fire 33astral 22holy 22rp 1515
Sacred
Fire Resistance (5)
Patrol Bonus (15)
Skilled Rider (3)
Inquisitor
Combat Caster
Commentary here.
Destrier Sacred
Animal
Commentary here.

Magic

Summons

: Magic Being, Flying, Need Not Eat, Spirit Sight

Ritual

Summon Spell Unit Special Attributes Comments
Contact Angel of the Host
(Conjuration 5)
astral 33 and 7astralpearl

Angel of the Host
Sacred

Fire Resistance (5)
Shock Resistance (5)
Awe (5)
Invulnerability (15)
Don't let the Dominions 5 sprite fool you; this guy is an excellent, fully-equipped unit.
He's not a commander, though, so that may be a problem.
His attack is accompanied by a square-pounding burst of Holy Fire, which is twice as strong against Undead and Demons. This burst is not very effective against the common Imps due to their Fire Resistance, however; in fact, damage multiplier calculations made Holy Fire dreadful against them in Dominions 5.
Angelic Choir
(Conjuration 6)
astral 33 and 15astralpearl

Angel of the Heavenly Choir x 3
Sacred

Fire Resistance (5)
Shock Resistance (5)
Awe (5)
Invulnerability (15)
Chorus Slave
holy 22 with Gift of Reason
Essentially a booster pack for your Harbingers and Seraphim.
These guys are a bit tougher than Marignon's rank-and-file infantry, however, in most cases. They just won't fight if they're allowed to conduct their true calling: fueling a Chorus of Angels.
Contact Harbinger
(Conjuration 6)
astral 44 and 25astralpearl

Harbinger
air 33holy 22rp 1111
Sacred

Fire Resistance (5)
Shock Resistance (10)
Awe (5)
Invulnerability (20)
Chorus Master
Summons a Flying air 33 Angel. The Harbinger is a mobile Air Elemental summoner, a Thunder Striker, and can work as a magic-phase thug with Cloud Trapeze, though they are somewhat pricey for the job. Perhaps more significant is their ability to provide access to high-level Air magic (Fog Warriors, Mass Flight, Wrathful Skies) when wired into a communion with a Crystal Matrix, which is much more straightforward than trying to do the same with a max air 11 Grand Master.
Heavenly Wrath
(Conjuration 7)
astral 33fire 11 and 35astralpearl

Angel of Fury
Sacred
Fire Resistance (5)
Shock Resistance (5)
Blood Vengeance (4)
Fear (5)
Invulnerability (20)
Flying
Need Not Eat
Spirit Sight
A thug chassis that's easier for Marignon to summon than the Harbinger but often outclassed by the Harbinger's utility.
Angelic Host
(Conjuration 7)
astral 55 and 50astralpearl
Remote Summons

Arch Angel
fire 44holy 33rp 1313
Sacred

Fire Resistance (12)
Shock Resistance (5)
Awe (6)
Invulnerability (25)
It's not cheap (this isn't the Early Age, Magic Gems of all kinds are a hot commodity now), but it's a doable summon that gets you a slightly-better chassis than the Harbinger. Marignon doesn't really need its Magical services, however, although the flying and the youth are much appreciated. Note that this is a remote summon, and the Angels of the Host are pretty strong; the most efficient use of this spell is to drop it on a raiding thug or force that it can kill, take a province, and then keep the units.

Angel of the Host x 6
See above
Heavenly Choir
(Conjuration 9)
fire 22astral 77 and 144astralpearl

Seraph
fire 44air 44astral 44holy 44rp 2929
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.

Harbinger of the Choir x 3
Sacred

Fire Resistance (5)
Shock Resistance (5)
Awe (5)
Invulnerability (20)
Chorus Slave
Amalgamation of Fire and Flesh
(Alteration 4)
fire 22astral 11 and 10firegem
by Royal Alchemist

Alchemical Amalgam of Fire x 5 + [1/2 per lvl]
Fire Resistance (15)
Explode on Death (6)
Commentary here.
Amalgamation of Air and Flesh
(Alteration 4)
air 22astral 11 and 10airgem
by Royal Alchemist

Alchemical Amalgam of Air x 5 + [1/2 per lvl]
Shock Resistance (5)
Ethereal
Shock Explosion on Death
Commentary here.
Amalgamation of Water and Flesh
(Alteration 4)
water 22astral 11 and 10watergem
by Royal Alchemist

Alchemical Amalgam of Water x 5 + [1/2 per lvl]
Amphibious
Slime Explosion on Death
Commentary here.
Amalgamation of Earth and Flesh
(Alteration 4)
earth 22astral 11 and 10earthgem
by Royal Alchemist

Alchemical Amalgam of Earth x 5 + [1/2 per lvl]
Commentary here.
Bind Harlequin
(Blood 1)
blood 11 and 1bloodslave

Demon Jester
Standard (1)
Starting Affliction Chance (25%)
Flying
Need Not Eat
Demon
Commentary here.
Reascendance
(Blood 7)
astral 11blood 44 and 88bloodslave

Fallen Angel
fire 33death 33blood 33rp 2323
Sacred
Fire Resistance (20)
Fear (8)
Invulnerability (25)
Magic Being
Flying
Need Not Eat
Demon
Spirit Sight
Commentary here.

Other Spells

Combat

Ritual

Discount Items

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Multi-Path Boosters

LA Marignon has enough recruitable Astral and the right crosspaths to get high enough in Astral to get a Ring of Sorcery and a Ring of Wizardry.

Fire

Highest starting: fire 33 Goetic Master (1 in 4)

Bind Arch Devil Limited Amount fire 22blood 33 Goetic Master + Arch Devils have at least fire 33

The Forbidden Light Unique fire 33astral 22 Tomaso del Monferrada - Witch Hunter General + Clearly, difficult to get all the boosters, but the + is helpful.

Air

Highest starting: air 22 Royal Navigator (1 in 3)

Tome of High Power Unique air 22astral 11 Royal Navigator (1 in 3) +

Contact Harbinger astral 22 Royal Alchemist (1 in 5) Harbinger has air 33.

Water

Highest starting: water 22 Royal Navigator (1 in 3)

Trident from Beyond Unique water 11astral 22 Royal Navigator (1 in 3) +

Orb of Atlantis Unique water 11earth 11 Royal Alchemist (1 in 5) +

Earth

Highest starting: earth 22 Royal Alchemist (1 in 5)

Pebble Skin Suit Unremovable earth 11blood 22 Goetic Master (1 in 4) +

Blood Stone earth 11blood 22 Goetic Master (1 in 4) +

Father Illearth Unique earth 11blood 22 Goetic Master (1 in 4) + Father Illearth has earth 44

Multiple LA Marignon mages have Earth and Astral but none are high enough in them to make Atlas of Creation (Unique) practical.

Astral

Highest starting: astral 22 Royal Alchemist (1 in 5)

Coin of Meteoritic Iron earth 11astral 22 Royal Alchemist (1 in 5) +

Tome of High Power Unique air 22astral 11 Royal Navigator (1 in 3) +

Golem Construction earth 11astral 22 Royal Alchemist (1 in 5) + Golem has astral 22

The Forbidden Light Unique fire 33astral 22 Tomaso del Monferrada - Witch Hunter General + Clearly, difficult to get all the boosters, but the + is helpful.

LA Marignon mages have the right crosspaths for The Trapped Dreams of Hruvur, Atlas of Creation, and The Void Sphere, (all Unique), but the mages require too many boosters to practically make them.

Death

No national access.

Reascendance astral 11blood 22 Goetic Master (1 in 4) + Fallen Angel has death 33.

Nature

Highest starting: nature 11 Plague Doctor (1 in 5). It has no crosspaths.

Glamour

Highest starting: glamour 22 Master of Mirrors (1 in 4)

Mirage Crystal earth 11glamour 22 Master of Mirrors (1 in 4) +

The Sword of Many Colors Unique fire 11glamour 22 Master of Mirrors (1 in 4) +

LA Marignon mages have the right crosspaths for The Trapped Dreams of Hruvur, but they are too weak to practically get there.

Blood

Highest starting: blood 33 Goetic Master (1 in 4)

Tome of the Lower Planes Unique astral 11blood 22 Goetic Master (1 in 4) +

The Oath Rod of Kurgi Unique astral 11blood 22 Goetic Master (1 in 4) +

Strategy

Expansion

List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.

Early Game

Mid Game

Late Game

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

See More

Add links to guides or other overviews for this nation here.