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.
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.
Race | Military | Magic Access | Priests | Buildings |
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Magically Tattooed Humans | Light Infantry Weak Slingers and Mediocre Javelineers Light Cavalry with no lances Berserkers Low Morale | 3 (Uncommon 4, rare 5) 3 (Uncommon 4, rare 5) 2 (rare 3) 2 (Uncommon, rare 3)* | 2 Blood Sacrifice | Castle Temples cost 200 |
*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 1, an 8.75% (7/80) chance of having 2, and a 0.15625% (1/640) chance of having 3. 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.
Carnutes | |
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Enables recruitment of: Boar Warrior Boar Lord Elder Druid Produces: 3 per turn 2 per turn 1 per turn |
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.
Sprite | Unit Name | Special Attributes | Comments |
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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. |
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Ambibate Chieftain 55 17 1 | Magic Wolf Tattoo (2) Inspirational (1) |
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Carnute Chieftain 60 15 1 | Magic Boar Tattoo (4) Berserker (3) Inspirational (1) Forest Survival |
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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 | 1 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. |
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Sequani Stargazer 45 1 2 | 17 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. |
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Gutuater 135 1 2 | 111100% 9 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 +1 magic boost and a Woodhenge Druid buddy. |
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Druid 175 1 2 | 1111100% 11 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). |
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Elder Druid 340 3 4 Capital Only | 2222100% 100% 10% 17 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. |
Sprite | Unit Name | Special Attributes | Comments |
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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. |
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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. |
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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. |
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Ambibate Noble Warrior 14 17 18 | Magic Wolf Tattoo (2) | ||
Carnute Noble Warrior 15 15 21 | Magic Boar Tattoo (3) Berserker (3) Forest Survival |
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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. |
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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. |
Placeholder
Sprite | Unit Name | Special Attributes | Comments |
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The One in the Woods - Wanderer Limited Hero turn arrival: 5 | 2342 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 6. |
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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 | 2422 21 Sacred supply bonus(20) Affliction(blind) Old Age(110/100) | Your other forger, this one the astral master. |
Lots of Astral and Earth, with some Water and Nature. Holy magic can be mixed into your strong communions.
You can climb Astral to 4 or 6 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 5 , from which you can summon yourself a King of Elemental Earth or two.
Outside of heroes: Water can go to 7. You'll need a base 2 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 2 to make a Thistle Mace then Moonvine Bracelet for Nature 4. To climb more, summon an Ivy King and forge a Treelord's Staff for 6. Along the way you can stop to pick up Troll Shamans for death 3 with a Skull Staff and Air 3 from a Faery Queen.
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.
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 7 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.
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)?
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.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Add links to guides or other overviews for this nation here.
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |