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dom6:marignon-ma

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MA Marignon, Fiery Justice

Lore

"Marignon is a feudal theocracy. The Inquisition controls all aspects of the country, including warfare. The feudal lords pay tithes and tax the peasants, but all political decisions are made solely by the Church. Marignon rose out of the ashes of Ermor and has succeeded in holding the shadow of the fallen empire at bay through religious zeal and austerity. The widespread fanaticism in Marignon has done wonders for its survival thus far. The heavy infantry of Marignon is armed with large weapons such as great swords and halberds. All units carry the bright red-and-orange livery of Marignon. The Inquisitors of Marignon are trained in the House of Fiery Justice together with Witch Hunters. The Witch Hunters are mage-priests who use Astral magic." -Official Description

"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." -Illwinter

Marignon rose out of the ashes of Ermor, just like Ulm, but under a different banner. All that it had for repelling the shadows of Death was faith & austerity. The peasants labored under feudal lords, who payed their tithes and diligently served the Inquisition, all in the name of survival. The Inquisition was assembled by the House of Fiery Justice, a powerful Priesthood that dedicated itself to purging heresy & eliminating witches that used their magic for selfish means. The start of the Middle Age rebuffed the faith & fanaticism of Marignon with the undeath of Ermor, and (if you so decide) rewarded it with the arrival of an awakening God.

General Overview

Marignon is a nation of fire and faith with a sacred knightly order. Like other medieval human-only nations (pretty much just Ulm & Man), its magic diversity is not very good; unlike the other two, however, Marignon's two paths it focuses on are almost-purely offensive. One does not simply pick Marignon and avoid gunning for attack spells & elementals in their research. For what can't be dealt with by your old-&-frail mages, you have Knights of the Chalice, sacred heavy cavalry that can be recruited anywhere with a fort, a temple, and an ample pool of resources.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
fire 44 (rare 5)
astral 33 (rare 4)
air 11 (rare 2)
earth 11 (rare 2)
holy 33
Heroes
fire 11astral 11holy 44
fire 22earth 22astral 33

Summons
air 33holy 22 (r. astral 44)
fire 44holy 33 (r. astral 55)
fire 44air 44astral 44holy 44 (r. astral 77fire 22)
Medium-Heavy Infantry
Two-Handed Weapons
Crossbowmen
Heavy Cavalrymen
Falconeers
Any-fort Sacreds
* Flagellants
* Paladins
Sacred
Inquisitor
Standard Forts
Masons

Capitol Gems: 4firegem1astralpearl

The Inquisition: Marignon is held together (more or less) by its Inquisition, the militant fist of the House of Fiery Justice's militant arm, the House of Just Fires. These guys repel hostile Dominion even if you haven't hired them, in provinces and 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).

The Marignese are almost-average humans, distinguished by a sort of zeal that makes them somewhat unlikely to rout: even the levies among them have 11 Morale, instead of the average of 10. Even the back-rank fighters among them have this elevated bravery, whereas most archers and crossbowmen from independent provinces have a mere 8 Morale.

Capital Sites

The House of Fiery Justice The Royal Academy
Enables recruitment of:
* High Inquisitors
* Grand Masters
Kills Demons & Undead (50% chance)
Produces 4firegem1astralpearl per turn
Enable recruitment of Architects

The House of Fiery Justice's holiness does 10 Armor-Negating Magical Damage to roughly half of the Undead & Demons in its province each turn (Magic Resistance negates).

National Units


You will love each and every Knight of the Chalice that you can produce. Most Independents won't have troops that can match them, and most nations don't have something to compare that's as easy to buff. Consider taking Productivity and Order scales to have more of these guys, or maybe just put off building forts around your capital for a while.


Your Paladins are pretty good, too (being Commander Knights), though pretty-much all of your Commanders are at least decent at leading armies.

Commanders

Sprite Unit Name Special Attributes Comments
Scout
35
4
1
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Falconeer
40
3
1
Retinue: Falcon x 1d6 Commentary here.
Assassin
80
4
1
Stealthy (65)
Assassin (1)
Ambidextrous (2)
Commentary here.
Troubadour
110
5
2
Stealthy (70)
Seduction
Spy
Commentary here.
Paladin
205
58
1
holy 11
Sacred
Combat Caster
Mounted
Commentary here.
Friar
60
1
1
+ Foreign Rec
holy 11
Sacred
Stealthy (40)
Commentary here.
Inquisitor
190
1
1
fire 11holy 22rp 77
Sacred
Inquisitor
Old Age (49/48)
Commentary here.
Initiate
65
1
2
fire 11rp 77 Marignon's only reliably-"young" mage.
Witch Hunter
260
2
2
fire 22astral 11holy 11rp 1111
Sacred
Patrol Bonus (10)
Commentary here.
Architect
60
52
1
Capital Only
Siege Bonus (15)
Castle Defence Bonus (15)
Mason
Commentary here.
High Inquisitor
190
1
4
Capital Only
fire 11holy 33rp 77
Sacred
Inquisitor
Old Age (66/48)
Commentary here.
Grand Master
520
2
4
Capital Only
fire 33astral 22holy 22rp 1717random1100%
10%

Sacred
Fire Resistance (5)
Old Age (65/44)
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Flagellant
Gold 10
4
5
+ Foreign Rec
Sacred
Start Affliction (75)
Any nation can get these, through events and Imprint Souls!
Crossbowman
Gold 10
8
9
Commentary here.
Pikeneer
Gold 10
20
9
Of Marignon's three types of two-handed infantry:
• The Pikeneers can poke giants in the eye before getting punted into Hell.
• The Halberdiers can occasionally hit something, and to great effect.
• The Swordsmen can dodge and hit more often than the other two.
Swordsman
Gold 10
23
9
Halberdier
Gold 10
22
9
Castle Defence Bonus (1)
Man at Arms
Gold 14
24
18
Bodyguard (2) Swordsmen with shields; 5 less damage, 3 more defense.
Royal Guard
50
66
46
Bodyguard (3)
Mounted
Which knight is best?
• The Sacred Knight has better stats, but costs 20% more.
• The golden boy has thicker armor, but that requires 14% more resources.
You can use both; the golden boy is slightly slower, though.
(There's also the whole issue with Sacreds and Holy Points.)
Knight of the Chalice
60
58
46
Sacred
Mounted

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.
Simeon ben Tabbai - Rephaite Scholar
Hero turn arrival Limit 5
fire 22earth 22astral 33rp 2727
Sacred
Fire Resistance (5)
Adept Researcher (+8)
Gluttony (1)
Wasteland Survival
Greatly assists with Angel access;
getting another Sky Metal Coin forger takes a while,
and the coin brings astral 33's up to astral 44.
(He forges Earth Boots too.)
Tomaso del Monferrada - Witch Hunter General fire 33astral 22holy 22rp 1515
Sacred
Fire Resistance(5)
Combat Caster
Patrol Bonus (15)
Inquisitor
Mounted
A rare human mage-knight.
He's also youthful, unlike the Grand Masters.
Angelique d'Armant - Heroine Inspirational (1)
Mounted
Female
A better leader than your already-good leaders.
It helps that she's mounted.

Magic

Magic Access

MA Marignon's magic diversity is rather limited. It is renowned for its mastery in fire magic, has some skill in astral, and its most powerful mages dabble in air and earth magic. That's it!

In terms of rituals/forging, MA Marignon has access to the following paths:

Elements

  • fire 44 on Grand Masters, fire 66 via a Flame Helmet and King of Elemental Fire
  • air 11 on Grand Masters
  • No water magic
  • earth 11 on Grand Masters

Sorceries

  • astral 33 on Grand Masters, astral 44 via a Starshine Skullcap
  • No death magic
  • No nature magic
  • No glamour magic

Others

  • No blood magic
  • holy 33 on High Inquisitors, allowing for holy 44 Prophets

If you include Heroes, Marignon's holy 44 hero can be made a holy 55 Prophet, while its fire 22earth 22astral 33 hero can expand the nation's booster access to get astral 55 and at least earth 22.

National Spells

  • Holy Pyre: Evocation 4 fire 22. A situational side-grade to Falling Fires that lets your weaker mages (anyone you aren't recruiting in the capital) deal a lot of damage to undead and Demons. It's also a decent alternative to Fireball in that it isn't a missile spell and thus has a much higher likelihood of hitting the enemy.
  • Contact Harbinger: Conj 6 25astralpearl astral 44 (summon Harbingerx1). Summons a flying air 33 angel. The Harbinger is 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: Conj 7 35astralpearl astral 33fire 11 (summon Angel of Furyx1). A thug chassis that's easier for Marignon to summon than the Harbinger but often outclassed by the Harbinger's utility.
  • Angelic Host: Conj 7 50astralpearl astral 55 (summon Arch Angelx1 Angel of the Hostx6). 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.
  • Heavenly Choir: Conj 9 144astralpearl astral 77fire 22 (summon Seraphx1 Angel of the Heavenly Choirx9 Harbingerx3): Casting this is theoretically possible for Marignon without specially-designed Pretenders or Empowerment, but it generally requires Const 6, an extremely-rare natural astral 44 Grand Master, an equally-rare natural earth 22 Grand Master for the Crystal Coin, a Starshine Skullcap, and significant Astral Pearl investment for the Ring of Sorcery. In exchange for twelve years' worth of Marignon's Astral Power (four years if you convert your Fire Gems), you get a very neat thug, and an entourage including some technically-discounted Harbingers.

Notable Generic Magic

Combat

Your standard priest's main methods of attack are raining fire, Astral and holy prayers.

Fire kills chaff and stops Air Elementals with Fire Elementals. Standard evocations like Fireball and eventually Pillar of Flame are decent gem-free options. Incinerate is a good anti-thug spell. Heat from Hell can fatigue out non-fire resistant enemies.

Astral magic has buffs and single model kill spells. Mind Burn, Soul Slay, Enslave Mind and Magic Dual. Luck manipulation of Battle Fortune and Doom. get MR Antimagic. Stellar Cascades is alterative to Falling Fires to bypass resistance.

In Witch Hunter communions, Phoenix Power, Power of the Spheres and Light of the Northern Star boost the slave's fire and astral paths to reduce fatigue.

Returning is available if you need a Grand Master to pop in cast some spell then leave.

If you take a Darkvision bless then Solar Eclipse is a castable Darkness that is half as effective.

Flaming Arrows makes crossbows more effective and Wind Guide improve precision for both mundane and magic ranged combat.

Earth magic is unreliable but communionable, providing some small access to the excellent roster of earth buffs.

Air also a big thing for Marignon. Sulfer Haze is unexpected poison damage. and Angles Thunder Strike

Rituals

Harbingers can respond to attacks in the magic-phase using Cloud Trapeze, and Grand Masters can teleport armies with Gateway.

Breath of the Desert lets you spread heat scale to boost fire magic and diminish cold-related strategies before a battle start.

Eternal Pyre is something of a natural global for Marignon to cast due to its pathing and capital gem income, if it gets to Enchantment 6.

Mind Hunt pick people off.

Terracotta Army later game replaces your line troops with those heavily resistant to Fire and Poison attacks.

Magic Items

Fire in a Jar is a powerful economy option due to the ability of Marignon's workhorse mages to spam Fire Elementals.

make a number of thug items for angels and morale-boosting items(Helmet of Heroes and Herald Lance).

Got some casting improvers with Eye of Aiming so that Gift from Heavens hit its mark. Eye of the Void and Spell Focus penetrates enemy MR.

National Items

  • Construction 2 10firegem for fire 22: Mercybrand
    An inquisitor's weapon that inflicts additional heat damage, along with giving the user fear, a patrol bonus, and inquisitor. Generally, a good tool to help your priest suppress encroaching enemy influences. can be viable on a durable thug chassis to rout enemies way by stacking more fear checks.
  • Construction 4 10firegem for fire 22: Cockerel Scepter
    A strange staff that inflicts blindness and a lot of damage to demons and undead, common late-game thugs chassis. It also allows for the casting of Holy Pyre.

National Discount Items

  • Construction 2 8firegem for fire 22: Holy Scourge
    Flail that gives a lot of attack skill and deals devastating damage to the unholy.
  • Construction 2 4firegem for fire 11: Just Man's Cross
    Unholy-killing crossbow. The cheapest way to keep an off-script communion master occupied if you're worried about your communion slaves.
  • Construction 4 4firegem for fire 11: Flambeau
    Another anti-unholy weapon, this time it's a great sword with extra fire damage that provides the wielder with some fire resistance. Its holder can cast Holy Pyre for free, so you might consider giving it to army leaders.

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

dom6/marignon-ma.1713396105.txt.gz · Last modified: 2024/04/17 23:21 by johnnydown