Table of Contents
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 |
|---|---|---|---|---|
| | Hero | Light and medium infantry Medium cavalry | | Temples cost 300 |
**Capitol Gems: **2
3
1
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 (
1
1) gives those units limited
Invulnerability and another benefit:
Magic Bear Tattoo Strength
Magic Wolf Tattoo Attack skill
Magic Boar Tattoo Even more invulnerability
Magic Horse Tattoo Defense skill and speed
**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 | | Commentary here. |
| Carnute Chieftain | | Commentary here. |
| Eponi Chieftain | | Commentary here. |
| War Horse | | Commentary here. |
| Vergobret | | Commentary here. |
| Sequani Stargazer | | Commentary here. |
| Gutuater | | Commentary here. |
| Druid | | Commentary here. |
| Boar Lord | | Commentary here. |
| Elder Druid | 100% 10% | Commentary here. |
Troops
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Marverni Slinger | | Commentary here. |
| Marverni Javelineer | | Commentary here. |
| Marverni Bare Chested Warrior | | Commentary here. |
| Ambibate Bare Chested Warrior | | Commentary here. |
| Marverni Noble Warrior | | Commentary here. |
| Carnute Bare Chested Warrior | | Commentary here. |
| Ambibate Noble Warrior | | Commentary here. |
| Carnute Noble Warrior | | Commentary here. |
| Marverni Horn Blower | | Commentary here. |
| Eponi Knight | | Commentary here. |
| War Horse | | Commentary here. |
| Boar Warrior | | Commentary here. |
Heroes
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Carnon - Antlered One | | Commentary here. |
| The One in the Woods - Wanderer Earliest Arrival Turn (5) | | Commentary here. |
| Corix - Blinded Earliest Arrival Turn (5) | | Commentary here. |
National Spells
Summons
Ritual
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Sounder of Boars // (Conjuration 3) // | Great Boar x 20 | | Commentary here. |
| Sloth of Bears (Conjuration 3) | Great Bear x 15+ | | Summons high strength blobs of hitpoints. Can work as evocation bait, as the bears have more HP than your troops and even lower MR, but otherwise unremarkable. |
| Monster Boar (Conjuration 5) | Monster Boar Event | | Commentary here. |
| Contact Boar of Carnutes // (Conjuration 5) // | Great Boar of Carnutes | | Commentary here. |
The Other Spell
Combat
- Awaken Tattoos (Enchantment 3)
1
1
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
1, ~1 in 16 chance of
2, (and 1 in 640 chance of
3).
1 will need empowerment to
2.
3
2 may get the unique Trident from Beyond. At
4
1, the mage can attempt forging the unique Orb of Atlantis.
Earth
Elder Druid has a ~7 in 16 chance of
3, ~1 in 16 chance of
4, (and 1 in 640 chance of
5). The right boosters and the right randoms on a Gutuater or Elder Druid, or two of the heroes, will get
2
2 and an attempt at The Tome of Gaia. Non-boot boosters can be placed on a King of Elemental Earth. With the right boosters,
5
5 to maybe get the unique the Atlas of Creation.
Astral
Elder Druid has a ~7 in 16 chance of
3, ~1 in 16 chance of
4, (and 1 in 640 chance of
5). He can forge Coin of Meteoritic Iron, do Golem Construction, and with the right boosters,
5
5 to maybe get the unique the Atlas of Creation.
Hero, Corix - Blinded, starts at
4.
Death
No native access.
3 for Forest Troll Tribe and at least
1.
and
5 allows Call Ancient Presence and then giving it a Divine Name for
1. Probably, not worth it.
Nature
Elder Druid has a ~7 in 16 chance of
1, ~1 in 16 chance of
2, (and 1 in 640 chance of
3).
1 will need empowerment to
2. The right boosters and the right randoms on a Gutuater or Elder Druid will get
2
2 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
4.
Glamour
No native access.
4 gets Troll King's Court and
1.
Blood
No native access.
5 gets Awaken Treelord and a 1 in 3 chance of a stationary
1 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
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Weaknesses
What are the nation's weaknesses?
See More
Add links to guides or other overviews for this nation here.
Dominions 6: EA Marverni Pre-Game - Babel Builder


