{{ :nations:flags:la_marignon.png?nolink|}} ====== LA Marignon, Conquerors of the Sea ====== ===== Lore ===== //"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 \\ \\ Let’s start with the good news: Marignon defeated Ermor. It took everything that they had, and each & every Knight of the Chalice perished in the penultimate battle, but Eldregate had finally been put to rest. The Holy Chalice itself was captured and brought to the House of Fiery Justice, posthumously completing the Sacred task. The bad news is that this required a Deal with the Devil(s); as other Kingdoms fell to Ermor, Marignon’s leaders had the Inquisition strike a bargain with infernal forces, and Blood Magic was accepted by the feudal theocracy. Marignon’s army became dependent on the Devils that the Infernal Lords supplied, especially in the face of ever-mounting Undead hordes, and the Infernal Lords themselves were called to smite Ermor after the previously-mentioned penultimate battle exhausted both sides’ forces. Marignon had thus taken on a debt that they could never repay, and anything that might placate the Infernal Lords is now permitted as long as the Inquisition oversees it. Still, blood-spilling is a lot less worrisome for Marignon’s nobles when it’s on their terms, and many of them are now looking for stuff to do. Recent advancements in shipbuilding and navigation have allowed them (and the Priests) to look to distant shores, with God, Gold, & Glory in mind. ===== General Overview ===== Similar to [[Ulm]], Marignon undergoes a bloody transformation in the Late Ages. Instead of the straightforwardly powerful sacred cavalry of MA Marignon, LA Marignon gains a serious blood economy and expertise in ??Devil??-summoning. However, its expansion can be challenging due to its horrible starting army and a complete lack of shields in a crossbow-heavy age. Its magic access is also quite shallow, in line with most nations of the Late Ages. In the hands of a player who can overcome these challenges, LA Marignon promises enormous scaling potential and overwhelming demon power at bargain-bin prices. Its troop roster is solid, its mages are cost-efficient, and it is just as capable of spiraling out of control as any other blood power. =====National Features===== ^ Race ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | **Average Humans** \\ High Morale | Two-handed Weapons \\ Expensive Heavy Armor \\ Good Bodyguards | {{path>F3}} (rare 4) \\ {{path>B3}} (rare 4) \\ {{path>A2}} \\ {{path>W2}} \\ {{path>S2}} \\ {{path>E1}} (uncommon, rare 2) \\ {{path>N1}} (uncommon)\\ **National Summons**\\ {{path>A3}}, {{path>F4}}, {{path>F4A4S4}}, {{path>D3}} | {{path>H3}} Cap-only \\ {{path>H2}} in Forts\\ {{:abilities:patrol_bonus.png?15&nolink}} Good Patrollers \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor|Inquisitors]]\\ +1 {{:misc:magic:fire.png?14&nolink}} Fire Bless points.\\ +1 {{:misc:magic:astral.png?14&nolink}} Astral Bless points.\\ +1 {{:misc:magic:Blood.png?14&nolink}} Blood Bless points.\\ [[Blood Sacrifice]] | {{:misc:gui:citadel.png?15}} Standard Forts (Citadels) \\ Start with a Grand Citadel\\ {{:abilities:mason.png?15&nolink}} [[Masons]] (Grand Citadel) | === The Inquisition === Marignon is held together (more or less) by its Inquisition, the militant fist of the House of Justice's militant arm, the House of Just Fires. These guys repel hostile [[Dominion]] even if you haven't hired them, in provinces and [[fort|forts]] that belong to you, having a 30% chance to remove an enemy candle from each of these places each turn (and a 60% chance if there's a [[Temple]]). They're less effective at spreading your own Dominion, able to do so only to a maximum of 1 candle (2 where there's a [[Temple]]). ==== Capital Special Sites ==== ^ The House of Justice ^ The Royal Academy ^ | Enables recruitment of: \\ * ??High Inquisitor??s {{:nations:la:marignon:high_inquisitor.png|}} \\ * ??Goetic Master??s {{:nations:la:marignon:goetic_master.png|}} \\ * ??Hand of Justice?? {{:nations:la:marignon:hand_of_justice.png|}} \\ Kills Undead (25% chance) \\ Produces {{gems>1F}} per turn | Enable recruitment of: \\ * ??Architect??s {{:nations:la:marignon:architect.png|}} \\ * ??Admiral??s {{:nations:la:marignon:admiral.png|}} \\ * ??Royal Navigator??s {{:nations:la:marignon:royal_navigator.png|}} \\ Produces {{gems>1A2S}} per turn | *The House of Fiery Justice's holiness does 10 Armor-Negating Magical Damage to roughly half of the Undead in its province each turn (Magic Resistance negates). *Prefers starting on a Coastal province. ===== Notable Units ===== FIXME General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around ==== Commanders ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:la:marignon:scout.png?nolink}} | **??Scout??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] | National scout. The Late Ages have plenty of indie scouts, making these mostly unnecessary. | | {{:nations:la:marignon:assassin.png?nolink}} | **??Assassin#2197??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (65) \\ {{:abilities:assassin.png?15&nolink}} [[Assassin]] (1) \\ {{:abilities:ambidextrous.png?15&nolink}} [[Ambidextrous]] (2) \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (2,2) | Unlike [[marignon ma | MA Marignon]], LA Marignon has a very potent assassin item in the form of the ??Lifelong Protection??, which makes its assassins a much more significant threat. | | {{:nations:la:marignon:troubadour.png?nolink}} | **??Troubadour??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (70) \\ {{:abilities:seduction.png?20&nolink}}[[Seduction]] \\ {{:abilities:spy.png?15&nolink}} [[Spy]] | Allows LA Marignon to collect mundane score graphs if desired. A useful tool to help gauge the relative strength of enemy economies. | | {{:nations:la:marignon:Lieutenant.png?nolink}} | **??Lieutenant??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 9\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | | 60 leadership commander that //cannot// sail. | | {{:nations:la:marignon:Captain.png?nolink}} | **??Captain#1029??**\\ {{:misc:gui:gold.png?15&nolink}} 55\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:sailing.png?15&nolink}} [[Sailing]] (4,999) | 60 leadership sailing commander. | | {{:nations:la:marignon:Admiral.png?nolink}} | **??Admiral#1030??**\\ {{:misc:gui:gold.png?15&nolink}} 100\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only | {{:abilities:sailing.png?15&nolink}} [[Sailing]] (6,999) | 80 leadership sailing commander. LA Marignon's sole formation-capable commander can only be recruited from the capital, making them a good deal more precious than on many other nations. They are also able to sail up to size 6 units, as opposed to the maximum of size 4 on lower-level commanders. | | {{:nations:la:marignon:Goetic_captain.png?nolink}} | **??Goetic Captain#2428??**\\ {{:misc:gui:gold.png?15&nolink}} 65\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>20%B}} \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (4,999) | A 60 leadership sailing commander with a token amount of undead leadership and a small chance to be a blood mage. | | {{:nations:la:marignon:Missionary.png?nolink}} | **??Missionary??**\\ {{:misc:gui:gold.png?15&nolink}} 50\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ + Foreign Rec | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (4,999) | A cheap, foreign-recruit priest. | | {{:nations:la:marignon:inquisitor.png?nolink}} | **??Inquisitor#2198??**\\ {{:misc:gui:gold.png?15&nolink}} 110\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H2,100%FB}} {{:misc:gui:research.png}}7 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]\\ {{:abilities:patrol_bonus.png?15&nolink}} [[patrol bonus]] (10) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (55/50) | Extra effective at preaching out enemy dominion. Half will also be able to blood hunt, with the other half casting minor fire magic. | | {{:nations:la:marignon:Diabolist.png?nolink}} | **??Diabolist??**\\ {{:misc:gui:gold.png?15&nolink}} 65\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>F1B1}} {{:misc:gui:research.png}}9 | A very cheap blood hunter. Cannot sail. | | {{:nations:la:marignon:Goetic_Adept.png?nolink}} | **??Goetic Adept??**\\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>F1B1,100%FESB}} {{:misc:gui:research.png}}11 | A good deal more expensive than the Diabolist for one extra magic path. Often less efficient as blood hunters than the Diabolist on a per-gold basis, but they can unlock some important battle magic in sabbaths. Cannot sail. | | {{:nations:la:marignon:Chartmaker.png?nolink}} | **??Chartmaker??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ Coastal Forts Only | {{path>A1,100%WS}} {{:misc:gui:research.png}}9 \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (4,999) | Cheap coastal mage, though it has somewhat unreliable combat ability. {{path>W1}}s have little to contribute prior to ??Frozen Heart?? at Alteration 6, whereas {{path>S1}}s can lay down the astral buffs or join communions. | | {{:nations:la:marignon:Plague_doctor.png?nolink}} | **??Plague Doctor??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>20%N}} \\ {{:abilities:resist_poison.png?15&nolink}} [[Resist Poison]] (5) \\ {{:abilities:disease_immunity.png?15&nolink}} [[Disease Resistant]] (100) \\ {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (40) \\ {{:abilities:Disease_healer.png?15&nolink}} [[Disease Healer]] (2) \\ {{:abilities:Plague_doctor.png?15&nolink}} [[Plague Doctor]] (3) \\ | Can be used to cure diseases on old mages or to inflict diseases on an enemy army.\\ They do not need labs to recruit and 20% have some nature magic, which can be added to communions using Crystal Matrices in a pinch. | | {{:nations:la:marignon:architect.png?nolink}} | **??Architect#3011??**\\ {{:misc:gui:gold.png?15&nolink}} 55\\ {{:misc:gui:resources.png?15&nolink}} 52\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only | {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (25) \\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (25) \\ {{:abilities:mason.png?15&nolink}} [[Mason]] | In the late age, citadels are standard, meaning the Architect no longer unlocks another bonus CP. The Grand Citadel which it provides access to is expensive, but has very high wall strength. The architect doubles as a way to quickly gold-purchase siege strength that can move itself around, though it costs capital recruitment points. | | {{:nations:la:marignon:Royal_Navigator.png?nolink}} | **??Royal Navigator??**\\ {{:misc:gui:gold.png?15&nolink}} 160\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only | {{path>A1W1S1,100%AWS}} \\ {{:misc:gui:research.png}}13 \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (6,999) | A more senior Chartmaker with reliable access to all of its paths, and enough depth to make more use of the path which it randoms. | | {{:nations:la:marignon:high_inquisitor.png?nolink}} | **??High Inquisitor#2199??**\\ {{:misc:gui:gold.png?15&nolink}} 210\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only | {{path>H3,100%FB}} {{:misc:gui:research.png}}7 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]\\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (10) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (71/50) | 120 leadership commander and {{path>H3}} priest, providing access to recruitable throne-claimers and battlefield-wide blesses. Reasonably priced and solid utility, although being slow to recruit makes them more difficult to recruit compared to [[bogarus la | Bogarus's]] ??Eparch??s in the same age. {{path>B1}}s can join sabbaths to cast even higher level holy magic, such as ??Fanaticism??. | | {{:nations:la:marignon:goetic_master.png?nolink}} | **??Goetic Master??**\\ {{:misc:gui:gold.png?15&nolink}} 265\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only | {{path>F2B2H1,100%FESB,10%FESB}} \\ {{:misc:gui:research.png}}15 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (52/46) | An upgraded Goetic Adept. It does not provide much that the Adept lacks in terms of path access, although its increased depth in fire and blood has some forging applications. | ==== Troops ==== Marignon's main lineup is stronger than Jomon's but suffers the same weakness of lacking shields in the age of crossbows. ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:la:marignon:flagellant.png?nolink}} | **??Flagellant??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5 \\ + Foreign Rec | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ [[Start Affliction]] (75) | Despite being crippled naked men, Flagellants are killy (if fragile) troops. They do lose out to other infantry as mainline expanders and line units as they die too quickly to be cost-effective prior to protection buffs like ??Marble Warriors??. | | {{:nations:la:marignon:Crossbowman.png?nolink}} | **??Crossbowman#2108??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Cheap crossbows with low protection. Supported by Marignon's access to ??Flaming Arrows??. | | {{:nations:la:marignon:City_guard.png?nolink}} | **??City Guard#2109??**\\ {{gold}} 8\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5 | {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1) | Cheap Halberdier that is poorly trained but uses fewer resources. Their low morale, melee stats and protection come together to make them function very poorly as line troops. | | {{:nations:la:marignon:Pikeneer.png?nolink}} | **??Pikeneer#2110??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Marignon is able to recruit three kinds of cheap, two-hander infantry, each characterized by medium protection, solid damage output and mediocre combat skills.\\ \\ Pikeneers compare somewhat poorly to the others, lacking the damage output of the other two and having low defence skill, though they are able to repel more kinds of weapons.\\ Halberdiers deal more overall damage and hold walls up slightly better, while Swordsmen have the best melee stats due to their great sword, and have the best protection of all three.\\ \\ These troops are all rather vulnerable to crossbow fire due to lacking shields. | | {{:nations:la:marignon:Swordsman.png?nolink}} | **??Swordsman#2112??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 28\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | ::: | | {{:nations:la:marignon:Halberdier.png?nolink}} | **??Halberdier#2111??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1) | ::: | | {{:nations:la:marignon:Palace_Guard.png?nolink}} | **??Palace Guard??**\\ {{gold}} 20\\ {{:misc:gui:resources.png?15&nolink}} 27\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31 | {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]](2) | Elite Halberdier.\\ Better protection and body armor at double the cost and extra fatigue. | | {{:nations:la:marignon:Royal_guard.png?nolink}} | **??Royal Guard#2115??**\\ {{gold}} 20\\ {{:misc:gui:resources.png?15&nolink}} 33\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31 | {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (3) | Well-armored infantry with good melee stats, but comes at a significant premium. | | {{:nations:la:marignon:Hand_of_Justice.png?nolink}} | **??Hand of Justice??**\\ {{:misc:gui:gold.png?15&nolink}} 19\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (3) | Sacred mixture of Halberdiers and Palace Guards. Cap only but they have less upkeep than Halberdiers while being better a patrolling out unrest from blood hunting. | ==== Heroes ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ma:marignon:cardinal.png?nolink}} | **??Carmont - Cardinal??** | {{path>F1S1H4}} {{:misc:gui:research.png}}9 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ | One of the rare few priests that can cast ??Fanaticism?? without a communion, and he can still join one to cast ??Divine Channeling??. \\ Luck into a Throne claimer and Preacher without spending 2 cap turns. | | {{:nations:ma:marignon:Witch_Hunter_General.png?nolink}} | **??Tomaso del Monferrada - Witch Hunter General??** | {{path>F3S2H2}} {{:misc:gui:research.png}}15 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5) \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] \\ {{:abilities:patrol_bonus.png?15&nolink}} [[patrol bonus]](15) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ [[Mounted]] | A one-off thug chassis. Can do some solo raiding with Evocation and proper thug gear. He can make good on the self-protection spells in Astral and make use of the immortality of ??Phoenix Pyre??. | | {{:nations:ma:marignon:Heroine.png?nolink}} | **??Angelique d'Armant - Heroine??** | {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (1) \\ [[Mounted]] \\ [[Female]] | Massive army leader. | ===== Magic ===== ==== Magic Access ==== At a glance, LA Marignon has access to the following paths for rituals and forging: **Elemental** * {{path>F3}} on Goetic Masters * {{path>A2}} on Royal Navigators * {{path>W2}} on Royal Navigators, {{path>W7}} via ??Water Bracelet??, ??Robe of the Sea??, ??Sea King's Court?? and [[elemental royalty#queens-of-elemental-water | Queen of Elemental Water]] * {{path>E1}} on Goetic Adepts and Masters **Sorceries** * {{path>S2}} on Royal Navigators, {{path>S3}} via ??Starshine Skullcap?? * No reliable {{misc:magic:nature.png?14&nolink}}nature access. 20% chance on Plague Doctors * No recruitable {{misc:magic:death.png?14&nolink}}death access * {{path>B3}} on Goetic Masters, realistically as much blood as required via [[empowering]] and boosters. In combat, all the elements can be brought into communions, though earth and fire communions require slave-expensive sabbaths. Due to the ease of blood empowerment, ??Reascendance?? is an accessible (though research-intensive) route into {{path>D3}}. ==== National Spells ==== **Combat** * Evocation 4 {{path>F2}}: **??Holy Pyre??**\\ A situational side-grade to ??Falling Fires?? that is somewhat difficult more difficult to cast with LA Marignon's mages than MA Marignon's. It is a decent alternative to ??Fireball?? in that it is **not** a missile spell, and thus has a much higher likelihood of hitting the enemy. **Rituals** * Conjuration 6 {{path>S4}} for {{gems>25S}}: **??Contact Harbinger??** ( {{:nations:ma:marignon:Harbinger.png?nolink}} ??Harbinger??×1)\\ LA Marginon does not get enough Astral to summon //any// of the Angels watching it, meaning empowerment or [[pretender]] assistance is essentially required to access this. As an {{path>A3H2}} Angel, the Harbinger provides access to magic-phase thuggery and a mobile alternative to communions for casting high-air combat magic. * Conjuration 7 {{path>S3F1}} for {{gems>35S}}: **??Heavenly Wrath??** ( {{:nations:ma:marignon:angel_of_fury.png?nolink}} ??Angel of Fury??×1)\\ A thug chassis that cannot bless itself. Comes with a potent anti-undead/demon weapon and decent combat stats, but is hindered by its lack of paths. * Conjuration 7 {{path>S5}} for {{gems>50S}}: **??Angelic Host??** ( {{:nations:ma:marignon:Arch_angel.png?nolink}} ??Arch Angel??×1 + {{:nations:ma:marignon:angel_of_the_Host.png?nolink}} ??Angel of the Host??(unit)×6)\\ An {{path>F4H3}} Angel with a big flaming sword & a small entourage of smaller big-flaming-sword-users. * Conjuration 9 {{path>S7F2}} for {{gems>144S}}: **??Heavenly Choir??** ( {{:nations:ma:marignon:Seraph.png?nolink}} ??Seraph??×1 {{:nations:ma:marignon:angel_of_the_Heavenly_Choir.png?nolink}} + ??Angel of the Heavenly Choir??(unit)×9 + {{:nations:ma:marignon:Harbinger.png?nolink}} ??Harbinger??(unit)×3)\\ An {{path>F4A4S4H4}} Angel with a large entourage of smaller angels that could be made more-useful with ??Divine Name??; the Harbingers are the same as those summoned by ??Contact Harbinger??, while the Angels of the Heavenly Choir can be made into excellent commanders. * Blood 1 {{path>B1}} for {{gems>1B}}: **??Bind Harlequin??:** ( {{:nations:la:marignon:Demon_jester.png?nolink}} ??Demon Jester??×1)\\ A standard-bearing demon, though this quality is really only useful for demons as mixed undead and non-undead squads take a -1 morale penalty by default. Extremely cheap compared to the generic ??Devil??, but mage turn-intensive and a good deal weaker. * Blood 7 {{path>B4S1}} for {{gems>88B}}: **??Reascendance??** ( {{:nations:la:marignon:Fallen_angel.png?nolink}} ??Fallen Angel??×1)\\ An {{path>F3D3B3}} Arch Angel with a fear aura and a more-sinister sword, this summon is an excellent way to break into death. However, it is somewhat fragile for supercombatant duty, being both a magic being and a demon. ====Combat Magic==== Communions are the Basis of your combat magic. Navigators form lighting batteries including ??Storm?? and, ??Conjure Air Elemental??s. your army needs ??Arrow Fend?? to get them by without shields against crossbows, Though ??Mist??, or Teach men to fly with ??Gift of Flight?? as an earlier counter. Poler to your blood mages, Water is cold magic, ??Freezing Mist??, ??Falling Frost??, and ??Frozen Heart??s as an alternative to shock damage. They also single out enemies with ??Mind Burn??/??Paralyze?? and ??Soul Slay??. ??Body Ethereal??, ??Battle Fortune?? and ??Antimagic?? make your troops tough along with ??Fog Warriors??, and ??Quickening??. Your Cultist on the other side provides a flipside for your Navigators, creating Blood communions, Throwing Fire spell, Buffing with earth, sniping with blood, and conjuring Horrors. The sabbath buffs with spell-like ??Iron Warriors??, ??Strength of Giants??, ??Rush of Strength?? Get anti-thug/Supercombatent ??Curse of Stones??, ??Maws of the Earth??, ??Blood Boil??, ??Agony??, ??Harm??, ??Life for a Life??, ??Magma Eruption??, ??Call Horror??, ??Astral Fires??. Depending on how you set up your scale or in which climate your fighting in, You can lean into Cold or Fire as your main source of AOE damage. ====Ritual Magic==== Your Rituals of Summoning ??Devil??s. Starting with cultist ??Bind Devil??, then casting ??Ritual of Five Gates?? for more diverse summons. Late game conjuring [[Arch Devils]] and [[Heilophagus]]. A use of Fire gems is ??Terracotta Army?? to replace the human element. As a late game goal, by Blood 8 you can summon a ??Fallen Angel?? to make ??Vampire Lord??s. ====Magic Items==== FIXME 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)? Despite being humans, You have access to a lot of good thug items for your Angles and Demons. ??Evening Star??, ??Carmine Cleaver??, ??Frost Brand??. ??Helmet of Heroes?? and ??Horn of Valor?? grants an extra +2 from your Admiral. ??Handful of Acorns?? or ??Bottle of Living Water?? for your assassin. ??Crystal Matrix?? with Plague Doctor. Boost your mage hitting power with combination ??Eye of Aiming??, ??Eye of the Void??, ??Spell Focus??. ===National Discount Items=== * Construction 2 {{path>B3F1}} for {{gems>72B4F}}: **??Soul Contract??**\\ A situational way to spend your early Slaves. Conjures a devil every turn for as long as you keep the commander alive. \\ You have to make sure that paper stays in your possession for a long time to earn those slaves back instead of summoning 10 devils normally, or save it for vampires. Can be hard to keep due to a chance of being attacked by horrors and stealing that paper. * Construction 4 {{path>B2}} for {{gems>32B}}: **??Lifelong Protection??**\\ Summons 2 ??Imp??s every round of each battle. Excellent for generating chaff and highly scale-able. Cancerous on ??Assassin??s. =====Strategy===== ====Power Curve==== //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.// ====Expansion Strategies==== //List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.// ====Example Pretender Builds==== //List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.// =====See More===== [[https://docs.google.com/document/d/1dGPx2xtoHPqXxrZiJ5mCq5AuD3zXcQrYc2Tbv1Je4fs/edit?usp=sharing|A guide to late age Marignon: awake sage into buffed devils ]] by 7thPath {{template>nationindex}} {{tag>nation stubs}}