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dom6:marverni-ea

EA Marverni, Time of Druids

Lore

Maverni is a nation of tribal chiefdoms guided by Druids and religious magistrates. The tribes have a long history of war and infighting, but recent developments have joined the tribes in pursuit of a single goal. The most prominent tribes are the Marverni, the Ambibates, the Eponi and the Carnutes. The Sequani, though a small tribe, are influential due to the large number of Druids among them. The smiths of the Marverni tribe are reputedly the inventors of chainmail and most nobles of the tribe use it. Lowborn warriors fight bare-chested. Both wear tattoos with dormant magical powers. The Ambibates are known for their martial skills. The Eponi nobles fight on horseback and are the only cavalry available to the nation. The Carnute tribe guards the Sacred Forest of Carnutes where the Druids gather every year. The Carnute warriors are able to go berserk when wounded. Boars are a sacred symbol to the Marverni nation.

"Marverni is a nation inspired by Celtic Gaul. Gutuaters, vergobrets, druid astrologers, and blood sacrifices are all heavily influenced by the accounts of Caesar and Roman historians. Bare-chested warriors or nobles dressed in newly invented chain mail fight side-by-side with their chieftains to prove their worth. Bronze horns in the image of various animals are also images to keep in mind. Further inspiration was probably found in Asterix, a remarkably good comic by the way." -Illwinter

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
earth 33 (Uncommon 4, Rare 5)
astral 33 (Uncommon 4, Rare 5)
nature 22 (Uncommon 3, Rare 4)
water 11 (Uncommon 2, Rare 3)
holy 22
Hero
earth 22astral 33nature 44holy 22
earth 22astral 44nature 22holy 22
Light and medium infantry
Medium cavalry
Magic Bear Tattoo
Magic Wolf Tattoo
Magic Boar Tattoo
Magic Horse Tattoo
Berserker
Inspirational
Standard Forts
Temples cost 300Gold

Capitol Gems: 2earthgem3astralpearl1naturegem

National Special Features

Blood Sacrifices: Priests can sacrifice a blood slave at a temple to help extend the dominion.

Magic Tattoos: Most of Marverni's units have magic tattoos. The Awaken Tattoos spell (nature 11holy 11) gives those units limited Invulnerability and another benefit:

Communions: Communions are a way for mages to increase their magic power in combat. In battle, the mages with astral can cast Communion Slave to give power to mages with astral who cast Communion Master. The masters can then cast higher level spells. Check the Communions page for details.

Marverni's people are humans who mostly fall into one of five tribes. Humans are Size 3 beings (three-to-a-square), and typical humans trained for combat have 10's in most combat stats; the exceptions are Natural Protection (0), Encumbrance (3), Combat Speed without armor (12), and Map Movement without armor (14, or 16 if a Commander).

  • Troops of the eponymous Marverni tribe are a bit cheaper than most at their level, around 2-5 gold cheaper. On the other hand, many lack armor, and armor-less troops typically have 8 or 9 Morale.
  • Troops of the Ambibates tribe have above-average training for their level, giving them 1 additional point in Attack Skill, Defence Skill, and Morale.
  • Troops of the Carnutes tribe are trained differently; they have 1 or 2 more HP, 1 more Strength, and 2 more Morale compared to the Marverni. They're also used to living in Forests.
  • The Eponi tribe only fields knights. They aren't very different from the Marverni, only having 1 more Morale over Marverni nobles, and horses.
  • The Sequani tribe doesn't field any troops, but it does field mages with at least 11 Precision.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Ambibate Chieftain
75
17
1
Magic Wolf Tattoo (2)
Inspirational (1)
Commentary here.
Carnute Chieftain
80
15
1
Magic Boar Tattoo (4)
Berserker (3)
Inspirational (1)
Forest Survival
Commentary here.
Eponi Chieftain
135
24
1
Magic Horse Tattoo(2)
Inspirational (1)
Skilled Rider (2)
Commentary here.
War Horse Animal Commentary here.
Vergobret
90
1
1
holy 11
Sacred
Old Age (55/50)
Commentary here.
Sequani Stargazer
65
1
2
astral 11rp 77
Fortune Teller (5%)
Commentary here.
Gutuater
190
1
2
nature 11holy 11random1100% rp 99
Sacred
Supply Bonus (10)
Forest Survival
Commentary here.
Druid
240
1
2
earth 11astral 11holy 11random1100% rp 1111
Sacred
Commentary here.
Boar Lord
125
15
1
Capital Only
Sacred
Magic Boar Tattoo (6)
Berserker (5)
Inspirational (1)
Forest Survival
Commentary here.
Elder Druid
480
3
4
Capital Only
earth 22astral 22holy 22random2100%
100%
10%
rp 1717
Sacred
Old Age (55/50)
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Marverni Slinger
8
3
5
Magic Bear Tattoo (1) Commentary here.
Marverni Javelineer
8
5
5
Magic Bear Tattoo (1) Commentary here.
Marverni Bare Chested Warrior
8
9
5
Magic Bear Tattoo (1) Commentary here.
Ambibate Bare Chested Warrior
10
8
9
Magic Wolf Tattoo (1) Commentary here.
Marverni Noble Warrior
11
17
12
Magic Bear Tattoo (2) Commentary here.
Carnute Bare Chested Warrior
11
6
12
Magic Boar Tattoo (2)
Berserker (2)
Forest Survival
Commentary here.
Ambibate Noble Warrior
14
17
18
Magic Wolf Tattoo (2) Commentary here.
Carnute Noble Warrior
15
15
21
Magic Boar Tattoo (3)
Berserker (3)
Forest Survival
Commentary here.
Marverni Horn Blower
20
5
21
Magic Bear Tattoo (1)
Standard (1)
Commentary here.
Eponi Knight
30
24
24
Magic Horse Tattoo (1)
Skilled Rider (1)
Commentary here.
War Horse Animal Commentary here.
Boar Warrior
22
15
25
Capital Only
Sacred
Magic Boar Tattoo (5)
Berserker (4)
Bodyguard (3)
Forest Survival
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Carnon - Antlered One Sacred
Magic Bear Tattoo (1)
Stealthy (40)
Animal Awe (3)
Berserker (5)
Inspirational (1)
Forest Survival
Commentary here.
The One in the Woods - Wanderer
Earliest Arrival Turn (5)
earth 22astral 33nature 44holy 22 23
Sacred
Animal Awe(4)
Beastmaster (1)
Supply Bonus (40)
Resist Poison (7)
Forest Survival
Commentary here.
Corix - Blinded
Earliest Arrival Turn (5)
earth 22astral 44nature 22holy 22 21
Sacred
Supply Bonus (20)
Affliction (Blind)
Old Age (110/100)
Commentary here.

National Spells

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Sounder of Boars
(Conjuration 3)
nature 11holy 11 and 15naturegem

Great Boar x 20
Sacred
Undisciplined
Animal
Trample
Forest Survival
Commentary here.
Sloth of Bears
(Conjuration 3)
nature 22 and 6naturegem

Great Bear x 15+
Undisciplined
Animal
Mountain Survival
Forest Survival
Commentary here.
Monster Boar
(Conjuration 5)
nature 33 and 10naturegem

Monster Boar Event
Undisciplined
Animal
Trample
Forest Survival
Commentary here.
Contact Boar of Carnutes
(Conjuration 5)
earth 11nature 11 and 7naturegem

Great Boar of Carnutes
Sacred
Fortune Teller (15%)
Animal
Trample
Forest Survival
Summons in Dominion (Great Boar)
Commentary here.

The Other Spell

Combat

  • Awaken Tattoos (Enchantment 3)
    nature 11holy 11
    Commentary here.

Magic Access

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

EA Mekone has high Astral, giving access to the Ring of Wizardry and the Ring of Sorcery, expensive but useful boosters.

Fire

No native access. No easy summons.

Air

No native access. No easy summons.

Water

Elder Druid has a ~7 in 16 chance of water 11, ~1 in 16 chance of water 22, (and 1 in 640 chance of water 33). water 11 will need empowerment to water 22. water 33astral 22 may get the unique Trident from Beyond. At water 44earth 11, the mage can attempt forging the unique Orb of Atlantis.

Earth

Elder Druid has a ~7 in 16 chance of earth 33, ~1 in 16 chance of earth 44, (and 1 in 640 chance of earth 55). The right boosters and the right randoms on a Gutuater or Elder Druid, or two of the heroes, will get earth 22nature 22 and an attempt at The Tome of Gaia. Non-boot boosters can be placed on a King of Elemental Earth. With the right boosters, earth 55astral 55 to maybe get the unique the Atlas of Creation.

Astral

Elder Druid has a ~7 in 16 chance of astral 33, ~1 in 16 chance of astral 44, (and 1 in 640 chance of astral 55). He can forge Coin of Meteoritic Iron, do Golem Construction, and with the right boosters, earth 55astral 55 to maybe get the unique the Atlas of Creation.

Hero, Corix - Blinded, starts at astral 44.

Death

No native access. nature 33 for Forest Troll Tribe and at least death 11.

and astral 55 allows Call Ancient Presence and then giving it a Divine Name for death 11. Probably, not worth it.

Nature

Elder Druid has a ~7 in 16 chance of nature 11, ~1 in 16 chance of nature 22, (and 1 in 640 chance of nature 33). nature 11 will need empowerment to nature 22. The right boosters and the right randoms on a Gutuater or Elder Druid will get earth 22nature 22 and an attempt at The Tome of Gaia. Moonvine Bracelet is easy to get, which is good because, natively, EA Marverni can't get The Copper Arm or The Silver Arms.

Hero, The One in the Woods - Wanderer, starts at nature 44.

Glamour

No native access. earth 44 gets Troll King's Court and glamour 11.

Blood

No native access. nature 55 gets Awaken Treelord and a 1 in 3 chance of a stationary blood 11 mage.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

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/marverni-ea.txt · Last modified: 2024/04/10 22:57 by johnnydown