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dom6:machaka-ma

MA Machaka, Reign of Sorcerors

Lore

"Machaka is a nation inspired by African kingdoms and the Shona in particular. The king, a sacred figure, reigns, but does not rule. He is served by vassal chiefs, and his priests, the Eyes, Ears and Mouth, keep constant surveillance over sub-chiefs and serve as a link between the people and the temple. The Shilluk concept of regicide and other unspecified ideas from African cultures have also made their way into the nation. Modern Oriental concepts and fantasy clichés can be found in the black sorcerers of the God Mountain, and the spiders. I admit to some obscure influences from the comic The Phantom as well. The Machaka of the early age is influenced by the old TTRPG Powers and Perils. In the fantastic campaign setting of this game there was a nation of African stock led by great men that were released from a great sleeping city. The notion of a released race of superior men was attractive. Various myths, tales, films and "African" fantasy concepts have been mashed together and mixed with the middle age Machaka ideas.

My first idea of clans based on body parts like liver,The nation evolved side by side with Berytos, but it took a bit longer to finish. Creating two nations together and intertwining their history gave them both additional life. It is probably something I want to do with more new nations in the future." - Illwinter

Machaka is an old sacral kingdom where the well-being of the land is thought to be dependent on the will of the king. The king is the highest priest of the kingdom, but should he fail in his duties, he is sacrificed and replaced by one of his numerous sons or brothers. The priests of the kingdom are the true rulers of the land. Religious ceremonies, judicial tasks and the gathering of intelligence are all performed by the Eyes, Ears, and Voices of the Lord. Only warfare is handed over to secular commanders. Machaka uses light infantry, archers and heavy hoplites second only to those of Arcoscephale. In the forests of Machaka, giant spiders are caught and used as mounts. One other area is left untouched by the priests: Magic. Simple witch doctors living outside villages grudgingly serve the priests. In the depths of the God Forest lies a lonely mountain filled with caves. Here resides the true power of Machaka, above even the priests - the Black Sorcerers, Sorceresses and their Spider Warriors

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)
earth 33 (rare 4)
glamour 33 (rare 4)
nature 22 (Uncommon 3)
death 22 (rare 3)
holy 22
Hero
holy 33
fire 11earth 33death 33glamour 22
Light Infantry with Tower Shields
Archers
Hoplites
Spies
Capital: Poison, Spies, Spider Riders, and Assassins
Forest Survival
Wounded Shape
Standard Forts

"Uncommon" here is 20%.

Capitol Gems: 1firegem2earthgem1naturegem1glamourgem
Heat limit + 1
Prefers Heat Scale + 2

God Mountain: Boosts all ritual range in the capital by 1 province.

The Machakans are statistically unusual humans; they're still Size 3 (three-to-a-square), but most have 13 Combat Speed, and those who don't occupy themselves with the giant spiders have 2 Encumbrance. Both of these the baseline, modified by whatever armor they wear; the average Machakan wears none. Machakans also have Forest Survival.

Units

Commanders

A lot of armourless troops with few wearing plates. Those without armour have an unusually high map move of 18, something most cavalry don't have. As this is paired with Forest Survival they can potentially move between 2 to 3 provinces a turn.

Sprite Unit Name Special Attributes Comments
Machaka Scout
Gold 35
3
1
Stealthy (40)
Mountain Survival
Forest Survival
Commentary here.
Machaka Chief
55
2
1
Forest Survival Commentary here.
Machaka Commander
95
27
1
Forest Survival Commentary here.
Spider Lord
125
26
1
Forest Survival Commentary here.
Great Spider Undisciplined
Animal
Stupid
Eyes (8)
Poison Resistance (15)
Forest Survival
Ear of the Lord
150
3
2
glamour 11holy 11rp 77
Sacred
Stealthy (60)
Forest Survival
spy
Commentary here.
Eye of the Lord
90
4
1
holy 11
Sacred
patrol bonus(15)
tax collector
Forest Survival
Commentary here.
Voice of the Lord
160
2
2
holy 22
Sacred
Forest Survival
Commentary here.
Witch Doctor
110
1
2
Forest Recruit
fire 11death 11nature 11rp 77
supply bonus (10)
Forest Survival
Commentary here.
Sorcerer
300
1
2
fire 11death 11nature 22glamour 11random1100% rp 1717
supply bonus (20)
Forest Survival
Commentary here.
Spider Sorceress
230
1
2
Capital Only
fire 11earth 11death 11glamour 11random1100% rp 1515
Dominion Summons(Great Spider) / 20
Poison Resistance (5)
Wounded Shape(Great Spider, -1 path reduction)
Forest Survival
Female
Commentary here.
Great Spider Adds:
Eyes (8)
Pathboost: -1ALL
Replaces:
Poison Resistance (15)
Voice of the Hunters
230
34
1
Capital Only
holy 11
Sacred
Forest Survival
Commentary here.
Hunter Spider Sacred
Animal
Eyes (8)
Poison Resistance (15)
Smart Mount (100)
Stupid
Forest Survival
Bane Spider
150
38
2
Capital Only
glamour 11rp 77
Darkvision (50%)
Stealthy(50)
Assassin(2)
ambidextrous(2)
scale-walls
Forest Survival
Commentary here.
Black Sorcerer
325
6
4
Capital Only
fire 22earth 22death 11glamour 11random1100%
10%
rp 1919
Old Age(60/46)
Poison Resistance (5)
Wounded Shape(Hunter Spider, -1 path reduction)
Forest Survival
Commentary here.
Hunter Spider Adds:
Eyes (8)
Pathboost: -1ALL
Replaces:
Poison Resistance (15)
Anansi
Gold 280
1
4
Capital Only
death 11nature 11glamour 22random1100%
10%
rp 1515
Shapechanger(Great Spider, -1 path reduction)
Poison Resistance (5)
Stealthy (40)
Cause Unrest (+1 per Month)
Heretic (1)
Forest Survival
spy
Shape Changer (Great Spider)
Commentary here.
Great Spider Adds:
Pathboost: -1ALL
Eyes (8)
Replaces:
Poison Resistance (15)
Shape Changer (Anansi)

Troops

Outside of pygmies, most of Machaka's troops cost a lot of recruitment points, some also a lot of resources.

Sprite Unit Name Special Attributes Commentary here.
Pygmy
5
2
2
Forest Survival Commentary here.
Machaka Militia
7
2
3
Forest Survival Commentary here.
Machaka Archer
10
3
9
Forest Survival Commentary here.
Machaka Warrior
10
3
9
Forest Survival Commentary here.
Machaka Warrior
10
4
9
Forest Survival
Machaka Hoplite
14
27
18
Formation Fighter(2)
Forest Survival
Commentary here.
Spider Archer
12
4
20
Capital Recruit
Forest Lab Recruit
Forest Survival Commentary here.
Spider Warrior
25
36
31
Capital only
Darkvision 50%
Stealthy(40)
ambidextrous(1)
Forest Survival
Commentary here.
Spider Rider
25
5
24
Forest Survival Commentary here.
Great Spider Undisciplined
Animal
Stupid
Eyes (8)
Poison Resistance (15)
Forest Survival
Spider Knight
30
26
36
Forest Survival Commentary here.
Black Hunter
100
37
56
Capital Only
Sacred
Forest Survival
Commentary here.
Hunter Spider Sacred
Animal
Eyes (8)
Poison Resistance (15)
Smart Mount (100)
Stupid
Forest Survival

Heroes

Sprite Unit Name Special Attributes Comments

Ainra - Lady of Spiders
fire 11earth 33death 33glamour 22 rp 1919
Shapechanger(Great Spider)
Forest Survival
female
Powerful Earth and Death mage with a second spider health pool.
Best way to get to death 44 spells, and one boost away from Lichs
Abasi - Hero
Forest Survival
inspirational(1)
Inspirational leader for free, may also used in minor arena battles.
Save for late game with morale boost items for a army that is hard to rout.
Yasini - King Triumphant
holy 33
Sacred
Forest Survival
inspirational(1)
awe(1)
Throne claimer, and a better leader then Abasi.
Mwaka - Crowned Ape
holy 11
Sacred
Forest Survival
animal
Dominon attracts units (Great Ape) / 20
Big 150 ld commander and gets some extra ape siege chaff.
Mchumba - Ape Oracle
nature 11rp 77
supply bonus (10)
Fortune Teller (10%)
Forest Survival
animal
Female
Only use is to have her sit around and prevent bad events. Worthy Heroes makes her astral 22nature 22.

National Spells and Items

Summons

Freespawn

Source Unit Special Attributes Comments
Spider Sorceress
Dominion Summons

Great Spider / 20
Undisciplined
Animal
Eyes (8)
Poison Resistance (15)
Forest Survival
Commentary here.

Ritual

Summon Spell Unit Special Attributes Comments
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion x 15+
Darkvision (50%)
Undisciplined
Animal
Commentary here.
Herd of Elephants
(Conjuration 3)
nature 22 and 20naturegem

Elephant x 5+[1/2 lvl]
Animal
Trample
Commentary here.
God Brood
(Conjuration 4)
nature 22death 11 and 12naturegem
Capital Only

Hunter Spider x 6
Sacred
Animal
Magic Being
Poison Resistance (15)
Forest Survival
Commentary here.
  • Get special Reanimations. Longdead, Longdead, Longdead Hoplite. 2/3 of undead are fully amroed skeliees. Hoplites are the Best kind of undead as they have good gear, and fit 4 in a square ontop of magicly spamable.

Other Spell

Ritual

  • Weavers of the Wood (Enchantment 5)
    nature 44 and 6naturegem
    Adds 100 Patrol Strength with Spirit Sight to the province it's cast in, for the purpose of catching Stealthy units, for 1 month (+3 months per gem of overcast). In battles outside of the province's fort (not sieges), Spiders will assist the province defense and other troops set to patrol. Note that you can only cast this on Forests.

Discounted Items

  • Bane Blade (One-Handed) (Construction 3)
    death 11 and 4deathgem
  • Bane Blade (Two-Handed) (Construction 3)
    death 11 and 4deathgem
  • Totem Shield (Construction 5)
    astral 11nature 11 and 4astralpearl4naturegem
    A Curse-bestowing Shield. Machaka has no mages who can forge this thing, but Astral is at least a less-taxing path to empower in than most (due to how Alchemy works). If you don't care much about success, this will almost assure that your Assassins deal lasting damage to whomever you are trying to assassinate.
  • Spirit Mask (Construction 5)
    death 22nature 11 and 8deathgem4naturegem
    A full helm that provides 1 Magic Resistance and Spirit Sight, and that casts Frighten for free. This has extra utility on Assassins, since the close-quarters combat makes the magic more relevant.
  • Kithaironic Lion Pelt (Construction 3)
    nature 11earth 11 and 3naturegem2earthgem
    Cheap head-and-body protection that provides 4 HP. Most of the protection is Invulnerability, which means it won't work against magic damage; this makes it better suited for thugs, who are going to see many more nonmagical attacks than magical ones, but it also provides decent protection against stray arrows and javelins.

Note that your "thuggable" (extraordinary-in-combat) mages shapechange into forms without matching item slots when killed in their human forms, disables their items for the rest of the battle.

Magic Access

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

You are a Fire, Earth, Death, Nature, Glamour nation with all your wizards paying at least a premium to have a path in at least three of them or an elite Glamour stealth agent. While a better nation would pay less for a wizard that can be Earth 2, you get a spread of 1s. This does open your wizards up to multiple crosspaths. Lots of your stronger mages come about because you can forge a lot of the boosters (ie. Earth Boots, Dwarven Hammer, Skull of Fire, Flame Helmet, Thistle Mace, Skull Staff).

On Average you can get fire 55, earth 55, death 33, nature 33, and/or glamour 44 out of your Sorcerers, Black Sorcerers, and Anansi with items during combat.

With luck and boosting, you can get King of Banefires, King of Elemental Fire and King of Elemental Earth.

Summon Spectre can break you into Water and Astral, if you get lucky it may let you go further up in them and earth.

Faerie Couart Breaks into Air or Water with several crosspaths.

General Access

The Elements

  • fire 33 on one-in-three Black Sorcerer (capital only), fire 22 off-capital
  • No air magic
  • No Water magic
  • earth 33 on one-in-three Black Sorcerer (capital only), earth 11 off-capital

The Sorceries

  • No astral magic
  • death 22 on one-in-three Black Sorcerer (capital only) or one-in-five Sorcerer
  • nature 33 on one-in-five Sorcerer
  • glamour 33 on one-in-three Anansis (capital only). glamour 22 off-capital

The Rites

  • No blood magic
  • holy 22 on each Voice of the Lord

Crosspaths

Various powerful Evocations, some useful battle items

  • fire 11death 11nature 11: Seven Year Fever (Disease spell), Elixir of Life (Unaging item with an Extra Life)
  • fire 33earth 22death 11glamour 11 or fire 22earth 33death 11glamour 11 or fire 22earth 22death 22glamour 11: Various powerful Evocations, Bane Fire summons (including Antrax - King of Banefires), Magma Bolts (igniting projectiles), Scorpion Beasts, Terracotta Soldiers, some useful battle items, Cave Kobolds (high-damage smallfolk), various Crystal items (i.e. Crystal Hearts that provide Extra Lives), Bluecap, Gnome
  • death 22nature 11glamour 22 or death 11nature 22glamour 22 or death 11nature 11glamour 33: Elf Shot (Fatigue-sniping), various Faeries, God Brood, Nest of Asps
  • fire 22death 11nature 22glamour 11: Fire Ant ()
  • fire 22death 11nature 22glamour 11 or fire 11earth 11death 22nature 22glamour 11 orfire 11death 22nature 22glamour 11 or fire 11death 11nature 33glamour 11 or fire 11death 11nature 22glamour 22:

Strength of Gaia (powerful self-buffing), Gaia's Blessing (all four Elemental Resistances at once), strong animal summons, Lamia Queen, Wild Hunt, The Kindly Ones, Blight, Venomous Death, Army of Gold, False Fire, Volcanic Eruption, Manikin, Mandragora, Iron Gryphon, Iron Dragon, Poison Golem, Shroud of Plendor, Horrible Visage, Faery Trod, Hidden in Sand, Hidden in Underneath??, Fields of the Dead, Unending Nightmare, Beckoning,

Magic Boosting

Fire

Air

Water

Earth

Astral

Death

Nature

Glamour

Blood

Strategy

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

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

Weaknesses

What are the nation's weaknesses?

See More

dom6/machaka-ma.txt · Last modified: 2024/04/28 14:46 by joste