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 Witch Hunters have been replaced by Navigators and Chartmakers who serve under the command of admirals to spread the might of the kingdom to distant shores.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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 (rare 4) 3 (rare 4) 2 2 2 2 2 (rare 3) 1 3 | Heroes 114 322 Summons 32 (req. 4) 333 (req. 14) 4444 (req. 27) | Heavy Infantry Crossbowmen Flagellants | Castle Defence Sailing Inquisitor | Starts with a Grand Citadel Standard Forts Masons Trace income across oceans. |
Capitol Gems: 1111
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).
Sprite | Unit Name | Special Attributes | Comments |
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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 | 020% 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 | 020% 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 | 1 Sacred Sailing (Size Points 999, Max Size 6) | Commentary here. | |
Diabolist 90 1 2 | 119 | Commentary here. | |
Mirror Mage 90 1 2 | 11100%9 | Commentary here. | |
Chartmaker 95 2 2 | 11100%9 Sailing (Size Points 999, Max Size 6) | Commentary here. | |
Inquisitor 135 1 1 | 21100%7 Sacred Patrol Bonus (10) Inquisitor | Commentary here. | |
Goetic Adept 160 1 2 | 111100%11 | Commentary here. | |
Royal Navigator 225 2 2 Coastal Fort Only | 1111100%13 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 | 21100% 10%11 | Commentary here. | |
Royal Alchemist 255 1 2 Capital Only | 1111100%13 Alchemist (50) Old Age (50/48) | Commentary here. | |
High Inquisitor 285 1 4 Capital Only | 31100%7 Sacred Patrol Bonus (15) Inquisitor Old Age (66/50) | Commentary here. | |
Goetic Master 370 1 4 Capital Only | 2211100% 10%15 Sacred Old Age (52/46) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
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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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Carmont - Cardinal | 1149 Sacred Inquisitor | 4 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 |
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Tomaso del Monferrada - Witch Hunter General | 32215 Sacred Fire Resistance (5) Patrol Bonus (15) Skilled Rider (3) Inquisitor Combat Caster | Commentary here. | |
Destrier | Sacred Animal | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Contact Angel of the Host (Conjuration 5) 3 and 7 | 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) 3 and 15 | Angel of the Heavenly Choir x 3 | Sacred Fire Resistance (5) Shock Resistance (5) Awe (5) Invulnerability (15) Chorus Slave 2 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) 4 and 25 | Harbinger | 3211 Sacred Fire Resistance (5) Shock Resistance (10) Awe (5) Invulnerability (20) Chorus Master | Summons a Flying 3 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 1 Grand Master. |
Heavenly Wrath (Conjuration 7) 31 and 35 | 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) 5 and 50 Remote Summons | Arch Angel | 4313 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) 27 and 144 | Seraph | 444429 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 |
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Amalgamation of Fire and Flesh (Alteration 4) 21 and 10 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) 21 and 10 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) 21 and 10 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) 21 and 10 by Royal Alchemist | Alchemical Amalgam of Earth x 5 + [1/2 per lvl] | Commentary here. | |
Bind Harlequin (Blood 1) 1 and 1 | Demon Jester | Standard (1) Starting Affliction Chance (25%) Flying Need Not Eat Demon | Commentary here. |
Reascendance (Blood 7) 14 and 88 | Fallen Angel | 33323 Sacred Fire Resistance (20) Fear (8) Invulnerability (25) Magic Being Flying Need Not Eat Demon Spirit Sight | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
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.
Highest starting: 3 Goetic Master (1 in 4)
Bind Arch Devil Limited Amount 23 Goetic Master + Arch Devils have at least 3
The Forbidden Light Unique 32 Tomaso del Monferrada - Witch Hunter General + Clearly, difficult to get all the boosters, but the + is helpful.
Highest starting: 2 Royal Navigator (1 in 3)
Tome of High Power Unique 21 Royal Navigator (1 in 3) +
Contact Harbinger 2 Royal Alchemist (1 in 5) Harbinger has 3.
Highest starting: 2 Royal Navigator (1 in 3)
Trident from Beyond Unique 12 Royal Navigator (1 in 3) +
Orb of Atlantis Unique 11 Royal Alchemist (1 in 5) +
Highest starting: 2 Royal Alchemist (1 in 5)
Pebble Skin Suit Unremovable 12 Goetic Master (1 in 4) +
Blood Stone 12 Goetic Master (1 in 4) +
Father Illearth Unique 12 Goetic Master (1 in 4) + Father Illearth has 4
Multiple LA Marignon mages have Earth and Astral but none are high enough in them to make Atlas of Creation (Unique) practical.
Highest starting: 2 Royal Alchemist (1 in 5)
Coin of Meteoritic Iron 12 Royal Alchemist (1 in 5) +
Tome of High Power Unique 21 Royal Navigator (1 in 3) +
Golem Construction 12 Royal Alchemist (1 in 5) + Golem has 2
The Forbidden Light Unique 32 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.
No national access.
Reascendance 12 Goetic Master (1 in 4) + Fallen Angel has 3.
Highest starting: 1 Plague Doctor (1 in 5). It has no crosspaths.
Highest starting: 2 Master of Mirrors (1 in 4)
Mirage Crystal 12 Master of Mirrors (1 in 4) +
The Sword of Many Colors Unique 12 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.
Highest starting: 3 Goetic Master (1 in 4)
Tome of the Lower Planes Unique 12 Goetic Master (1 in 4) +
The Oath Rod of Kurgi Unique 12 Goetic Master (1 in 4) +
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
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