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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.

General Overwiev

FIXME

This is the Early Age's nation of Communions – your Stargazers plug into your Druids, and you get to cast fancy stuff as a result. Your troops aren't quite notable on their own, but you have access to virtually all of the important buff spells. You also share Awaken Tattoos (Enchantment 3) with Sauromatia, which turns all of your Light Infantry into Heavy Infantry and all of your Light Cavalry into Heavy Cavalry. This is one of the rare few nations that get Blood Sacrifice without Blood Mages, too, incentivizing you to bootstrap into that economy.

National Features

Race Military Magic Access Priests Buildings
Magically Tattooed Humans Light Infantry
Weak Slingers and Mediocre Javelineers
Light Cavalry with no lances
Berserkers
Low Morale
astral 33 (Uncommon 4, rare 5)
earth 33 (Uncommon 4, rare 5)
nature 22 (rare 3)
water 22 (Uncommon, rare 3)*
holy 22
Blood Sacrifice
Castle
Temples cost 200Gold

*Elder Druids have two 100% randoms and one 10% random, all of which share the same possible paths (). Each one has a 52.5% (21/40) chance of having water 11, an 8.75% (7/80) chance of having water 22, and a 0.15625% (1/640) chance of having water 33. Water is listed as uncommon overall because you aren't guaranteed even a single level of Water on any of your Mages, with 21/40 being your highest odds of getting a level on a Mage.

Capital Special Sites

Carnutes
Enables recruitment of:
Boar Warrior
Boar Lord
Elder Druid
Produces:
3astralpearl per turn
2earthgem per turn
1naturegem per turn

Units

Marverni's troops are a variety of human infantry, augmented by medium cavalry. There are a variety of sword-and-shield humans, axe-and-shield berserkers, light javelineers and slingers, and medium cavalry (Eponi Knights). There are cheaper low-resource bare-chested warriors and noble warriors with reasonable armor for the Early Age. All of Marverni's troops have Magic Tattoos which can be awakened with Awaken Tattoos; these provide invulnerability and a variety of stat boosts, which will make your troops fairly resilient to nonmagical weapons.

While the infantry are unexceptional (humans with swords and shields), their solid stats, low cost, and access to a variety of buffs in Astral and Earth make them an efficient force.

Commanders

Sprite Unit Name Special Attributes Comments
Marverni Scout
25
2
1
Magic Bear Tattoo (1)
Stealthy (50)
Mountain Survival
Forest Survival
Above average stealthy scout.
Marverni Chieftain
50
17
1
Magic Bear Tattoo (2)
Inspirational (1)
Three 60ld inspiring commanders to lead expansion parties.
Marverni is the cheapest with the debate of using an Ambibate coming from if you want your leader to have more Strength or Attack skill if their tattoo happened to be awakened.
A Carnute can be used as a discount Boar Lord thug.
Ambibate Chieftain
55
17
1
Magic Wolf Tattoo (2)
Inspirational (1)
Carnute Chieftain
60
15
1
Magic Boar Tattoo (4)
Berserker (3)
Inspirational (1)
Forest Survival
Eponi Chieftain
95
18
1
Magic Horse Tattoo(2)
Inspirational (1)
Mounted
Your fast moving commander that can put your tribesmen into formations.
Vergobret
65
1
1
holy 11
Sacred
Old Age (55/50)
Priest but an old man.
In addition to priestly duties like building temples, they also have 80ld to lead expansion parties and bless Boar Warriors and freespawn pigs.
This is from a Leadership bonus, however, so they can't put troops in line formations.
Sequani Stargazer
45
1
2
astral 11rp 77
Fortune Teller (5%)
Cheap research monkies and communion slaves. Having a ton in each fort will prevent bad events from happening.
They are also Magic Duelists, cheap way to dispose of more expensive enemy astral mages.
Having many astral mages around your druids also will protect them from Magic Duels and Mind Hunts.
As one of the cheapest mages of any age, it makes taking magic scales very tempting.
Gutuater
135
1
2
nature 11holy 11random1100% rp 99
Supply Bonus (10)
Sacred
Forest Survival
An out-of-the-box Awaken Tattoos Caster. As an important mechanic to the nation's troops, you don't want it left to the whims of fate early game on how many more expensive mages you recruit until you get an N random.
They are also the most efficient national mage for the duty of Boar of the Carnutes and low-level creature summoner.
Oh, and if your Scales increase events, you might want to have Gutuaters in your forests; one event can give them a +nature 11 magic boost and a Woodhenge Druid buddy.
Druid
175
1
2
earth 11astral 11holy 11random1100% rp 1111
Sacred
He is the master of communions (or slaves to other druids if you don't like overloading Stargazers with non-astral spells). Casting big Earth and astral, with cross paths with the previous plus water or nature.
Boar Lord
90
15
1
Capital Only
Sacred
Magic Boar Tattoo (6)
Berserker (5)
Inspirational (1)
Forest Survival
Your capital's best fighter.
Still needs magic gear to be effective, including a Flask of Holy Water if not accompanied by a priest.
Your bless and how many gems you can spare will determine if he can conquer only token resistance or be a minor thug (though that only marginally better human HP can be a limitation).
Elder Druid
340
3
4
Capital Only
earth 22astral 22holy 22random2100%
100%
10%
rp 1717
Sacred
Your master of Marverni's magic and rituals. Needs fewer communion slaves and boosters to cast high-level spells.
He adds that Water/Nature crosspath to communions for Foul Vapors and Bone Melter.

Troops

Sprite Unit Name Special Attributes Comments
Marverni Slinger
8
3
5
Magic Bear Tattoo (1) Less useful than other slingers, since Marverni does not have easy national access to Flaming Arrows. Still useful for siege chaff.
Marverni Horn Blower
20
5
21
Magic Bear Tattoo (1)
Standard (1)
Throw this guy into any squad to give them that +1 to morale. Stacking +1s are important to keep a squad from routing.
Marverni Javelineer
8
5
5
Magic Bear Tattoo (1) Melee guy with Javelin. Flexible, but 1 lower morale than average.
Javeliners are to spam high strength ranged damage.
The bare chest is a better fighter with sword and helmet.
Marverni Bare Chested Warrior
8
9
5
Magic Bear Tattoo (1)
Ambibate Bare Chested Warrior
10
8
9
Magic Wolf Tattoo (1) Trades that Marverni Bare Chest javelins to be a better spammable defensive holding warrior.
Having 12 attack after their tattoos are awoken makes them surprisingly effective troops. They take buffs well.
Carnute Bare Chested Warrior
11
6
12
Magic Boar Tattoo (2)
Berserker (2)
Forest Survival
High damage troops to mix-in with your cheaper troops to deal with high prot eneimies.
Marverni Noble Warrior
11
17
12
Magic Bear Tattoo (2) the elite fully armored troops of Marverni, being very well armored even before their tattoo's Invulnerability comes into play.
They cost a lot more resources and can be a preference over the bare chests if facing enemies with magic attacks or expanding but can't awaken the tattoos.
The Marverni are the most spammable that deal good amount of damage while the Ambibate are better holders and dealing with opponents with their good defense skill.
Like their bare chested counterparts, the Ambibate have high attack, which makes them very good buff targets
Again the Carnute are the big damage dealers of the trio with the Nobles being able to survive a stronger hit to trigger his berserk and then deal greater damage back.
Ambibate Noble Warrior
14
17
18
Magic Wolf Tattoo (2)
Carnute Noble Warrior
15
15
21
Magic Boar Tattoo (3)
Berserker (3)
Forest Survival
Boar Warrior
24
15
29
Capital Only
Sacred
Magic Boar Tattoo (5)
Berserker (4)
Bodyguard (3)
Forest Survival
Take a Carnute Noble and give him sacred, +1 to his fighting stats, 15 invulnerable to go with that armor, and that +4 berserk.
They bodyguard your mages and will benefit from your pig blesses.
Eponi Knight
25
18
36
Magic Horse Tattoo (1)
Mounted
They look like knights but are extremely durable and speedy defence wall.
All that prot and defence makes him a pain to kill.
He is still an Attack rear guy and you could expand with them in a scales build.

Heroes

FIXME Placeholder

Sprite Unit Name Special Attributes Comments
The One in the Woods - Wanderer
Limited Hero turn arrival: 5
earth 22astral 33nature 44holy 22 23
Sacred
animal awe(4)
Beastmaster(1)
supply bonus(40)
resist poison(7)
Forest Survival
Your Strongest Nature mage and second astral mage.
want him for forging and rituals. skips researching and gems on Ivy Kings and Treelord's Staff for nature 66.
Carnon - Antlered One Sacred
Magic Bear Tattoo(1)
stealthy(40)
animal awe(3)
Berserker(5)
inspirational (1)
Forest Survival
dec
Corix - Blinded
Limited Hero turn arrival: 5
earth 22astral 44nature 22holy 22 21
Sacred
supply bonus(20)
Affliction(blind)
Old Age(110/100)
Your other forger, this one the astral master.

Magic

Magic Access

Lots of Astral and Earth, with some Water and Nature. Holy magic can be mixed into your strong communions.

You can climb Astral to astral 44 or astral 66 by forging boosters for either your blinded hero or a good roll on an Elder Druid.

Also with Earth Boots and a good roll on an Elder is Earth earth 55 , from which you can summon yourself a King of Elemental Earth or two.

Outside of heroes: Water can go to water 77. You'll need a base water 22 mage with a Water Bracelet to summon Sea Kings, then make a Robe of the Sea and cast Queen of Elemental Water. Having the boosters also allows for Duids to summon Naiads for communion-less Foul Vapors.

You need to roll for some time for an Elder or Gutuater to get a nature nature 22 to make a Thistle Mace then Moonvine Bracelet for Nature nature 44. To climb more, summon an Ivy King and forge a Treelord's Staff for nature 66. Along the way you can stop to pick up Troll Shamans for death death 33 with a Skull Staff and Air air 33 from a Faery Queen.

National Spells

National spells and summons Marverni is known for its ability to spam sacred boars in great numbers. A good bless can make its summons quite powerful.

  • Sloth of Bears: Conj3 8naturegem nature 22 ( Great Bearx10+). Large balls of HP for nature gems. A questionable choice because you already have better options for that below.
  • Sounder of Boars: Conj3 20naturegem nature 11holy 11 ( Great Boarx20). Twenty sacred trampling boars!
  • Monster Boar: Conj5 10naturegem nature 33 ( Monster Boarx1). Sends an independent stealthy boar to cause bad events. Often not worth the gems for the distraction.
  • Contact Boar of Carnutes: Conj5 7naturegem nature 11earth 11 ( Great Boar of Carnutesx1). Good for the price. Summons a giant boar that freespawns Great Boars. Low-level wizards can create a lot of them for not that many gems. Nature gems are still precious, but you're likely to freespawn battalions of sacred troops every turn. They are also fortune tellers. Pig-centric Marverni is one of the main ways to play the nation, especially with a blood vengeance bless.
  • Iron Pigs: Alt6 9earthgem earth 33nature 11 ( Iron Boarx7). A generic spell, but Marverni gets the meaner version. Summons Metallic Great Boars using earth gems. They have an absurdly high Natural prot of 20, and they are also not undisciplined. the additional weakness is Shock vulnerabilit that can be remedied with Ground Army.
  • Awaken Tattoos: Enchant3 nature 11holy 11 a key spell to turn your bare-chested troops into something more durable and stronger than average.

Notable Generic Magic

At hard it's a Communion nation, with decent front lines then buffed.

The Main Communion paths are Earth and Astral with Nature and Water as side paths that usually can't come on the first round. Granting army buffs like Iron Warriors and Body Ethereal, Battle Fortune, Army of Giants, Wave Warriors Wooden Warriors. Rust Mist Destroys the elite Iron armor of Late age.

Offense in Mind Burn,Blade Wind, Soul Slay, Curse of Stones, Stellar Cascades, and spamming Gifts from Heaven, Curse of the Frog Prince. Foul Vapors.

Despite being Druids you have an eser time rushing your earth and astral rituals, as you have too many research diversion without a specific hero to reach Mother Oak before a better nature nation (though you can Dispell it.

Get Decently efficient trampling boar to summon, especially with the Great Boar of Carnutes free spawning them for a low price of 7naturegem each.

Astral is a focus as a astral random elder druid with a boost can Mind Hunt, Golem Construction for Golem thugs without a booster, Gateway armies.

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)?

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

marverni-ea.txt · Last modified: 2023/12/04 08:03 by fenrir