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 Witch Hunters have been replaced by Navigators and Chartmakers who serve under the command of admirals to spread the might of the kingdom to distant shores.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
Before Dominions 6, Late Marignon was a prime Blood nation that suffered from a crippling oversight in its troop structure. Now, with a litany of additions and attunements that could have formed their own faction, Late Marignon is an overstuffed turkey with roughly the same faults as before. Many have compared it to Jomon; but even with the nerfs to lower-level Blood, Marignon still has a foothold in the grisly Imp-and-Devil industry.
The worst thing about Late Marignon is its troops, who struggle with advancing across the battlefield due to their choice of equipment. Their standard kit of a two-handed weapon and a heavy breastplate made sense in the previous era, when they were most concerned with skeletons without crossbows; now they have no excuse, and they stand to suffer against a quite-significant portion of the game's independent armies. One can argue that their plight isn't as bad as before; Late Marignon can now recruit decent counter-snipers from its capital (though they compete for Holy Points), and their new Imp Trainers can possibly distract the ranged menace. Still, the lack of shields (on all but the independent troops) makes attrition a major concern.
Marignon's Magic is remarkable, though not ideally distributed. The mage corps is one of Astral Communions and Blood/Fire Sabbaths, who (now) don't overlap outside of the odd Astrally-trained Goetic. Chairs in the capital are contested between the high masters of Goetia, the high Priests, the Glamour masters, and the Alchemists; none of these lot are guaranteed the esoteric path combinations required for Marignon's new rituals, but they can still manage the generic magic just fine. Outside of the capital, the best Marignese mage (if you're not focused on the Blood Hunt) is the Royal Navigator, who can only be found on the coastlines of the world.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Heroes ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() | Heavy Infantry Crossbowmen Flagellants | ![]() ![]() ![]() | ![]() ![]() ![]() Trace income across oceans. |
Capitol Gems: 11
1
1
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 |
---|---|---|---|
![]() | Scout![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Assassin![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Plague Doctor![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Lieutenant![]() ![]() ![]() | Commentary here. | |
![]() | Imp Trainer![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Captain![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Goetic Captain![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Troubadour![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Missionary![]() ![]() ![]() Recruit Anywhere | ![]() ![]() ![]() | Commentary here. |
![]() | Diabolist![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Mirror Mage![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Chartmaker![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Inquisitor![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Goetic Adept![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Royal Navigator![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Architect![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Admiral![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Master of Mirrors![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Royal Alchemist![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | High Inquisitor![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Goetic Master![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | City Guard![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Crossbowman![]() ![]() ![]() | Commentary here. | |
![]() | Pikeneer![]() ![]() ![]() | Commentary here. | |
![]() | Halberdier![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Swordsman![]() ![]() ![]() | Commentary here. | |
![]() | Palace Guard![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Royal Guard![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Flagellant![]() ![]() ![]() Recruit Anywhere | ![]() | Commentary here. |
![]() | Deliverer of Justice![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Hand of Justice![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Carmont - Cardinal | ![]() ![]() ![]() ![]() ![]() ![]() | ![]() |
![]() | Angelique d'Armant - Heroine | ![]() ![]() ![]() Female | Commentary here. |
![]() | Destrier | ![]() ![]() |
|
![]() | Tomaso del Monferrada - Witch Hunter General | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Destrier | ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Contact Angel of the Host (Conjuration 5) ![]() ![]() | ![]() Angel of the Host | ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
Angelic Choir (Conjuration 6) ![]() ![]() | ![]() Angel of the Heavenly Choir x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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) ![]() ![]() | ![]() Harbinger | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Summons a Flying ![]() ![]() ![]() |
Heavenly Wrath (Conjuration 7) ![]() ![]() ![]() | ![]() Angel of Fury | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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) ![]() ![]() Remote Summons | ![]() Arch Angel | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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) ![]() ![]() ![]() | ![]() Seraph | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() No Wish ![]() | Commentary here. |
![]() Angel of the Heavenly Choir x 9 | See above. | ||
![]() Harbinger of the Choir x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
||
Amalgamation of Fire and Flesh (Alteration 4) ![]() ![]() ![]() by Royal Alchemist | ![]() Alchemical Amalgam of Fire x 5 + [1/2 per lvl] | ![]() ![]() | Commentary here. |
Amalgamation of Air and Flesh (Alteration 4) ![]() ![]() ![]() by Royal Alchemist | ![]() Alchemical Amalgam of Air x 5 + [1/2 per lvl] | ![]() ![]() ![]() | Commentary here. |
Amalgamation of Water and Flesh (Alteration 4) ![]() ![]() ![]() by Royal Alchemist | ![]() Alchemical Amalgam of Water x 5 + [1/2 per lvl] | ![]() ![]() | Commentary here. |
Amalgamation of Earth and Flesh (Alteration 4) ![]() ![]() ![]() by Royal Alchemist | ![]() Alchemical Amalgam of Earth x 5 + [1/2 per lvl] | Commentary here. | |
Bind Harlequin (Blood 1) ![]() ![]() | ![]() Demon Jester | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Reascendance (Blood 7) ![]() ![]() ![]() | ![]() Fallen Angel | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Breaks Marignon into Death… In case you didn't get Gorilon or Makabiel, anyway. They're rather versatile, though being both a Magic Being and a Demon can cause issues for their thugging potential. |
All of these items have some oddities due to their nature; they don't benefit from a Forge Bonus (meaning they don't get any cheaper than this), they can't be removed, they can't be recycled in the event of their bearers dying, and they have a small taint.
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
2
3 Goetic Master +
Arch Devils have at least
3
The Forbidden Light Unique
3
2 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
2
1 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
1
2 Royal Navigator (1 in 3) +
Orb of Atlantis Unique
1
1 Royal Alchemist (1 in 5) +
Highest starting: 2 Royal Alchemist (1 in 5)
Pebble Skin Suit Unremovable
1
2 Goetic Master (1 in 4) +
Blood Stone
1
2 Goetic Master (1 in 4) +
Father Illearth Unique
1
2 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
1
2 Royal Alchemist (1 in 5) +
Tome of High Power Unique
2
1 Royal Navigator (1 in 3) +
Golem Construction
1
2 Royal Alchemist (1 in 5) +
Golem has
2
The Forbidden Light Unique
3
2 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
1
2 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
1
2 Master of Mirrors (1 in 4) +
The Sword of Many Colors Unique
1
2 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
1
2 Goetic Master (1 in 4) +
The Oath Rod of Kurgi Unique
1
2 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: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
Add links to guides or other overviews for this nation here.