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{{Header Nav|game=Dominions 3: The Awakening}}
{{Header Nav|game=Dominions 3: The Awakening}}
[[File:Dom3 Marverni BoarWarrior.png|right]]
[[Image:Dom3 Marverni BoarWarrior.gif|right]]
The Marverni are a tribal nation of 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. Low born warriors fight bare-chested. 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.
The Marverni are a tribal nation of 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. Low born warriors fight bare-chested. 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.


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See the manual on page 121: Marnervi is inspired by the celtic gauls as described by Julius Caesar in his report [http://en.wikisource.org/wiki/Commentaries_on_the_Gallic_War The gallic war] and by other Roman historians. See also the comic [http://www.asterix.com/ Asterix] for visual inspiration.
See the manual on page 121: Marnervi is inspired by the celtic gauls as described by Julius Caesar in his report [http://en.wikisource.org/wiki/Commentaries_on_the_Gallic_War The gallic war] and by other Roman historians. See also the comic [http://www.asterix.com/ Asterix] for visual inspiration.
{{-}}
{{-}}
The historic Arverni (Marverni), Ambiliates (Ambibates), Carnutes, and Sequani were tribes of Gallic Celts. Epona is the Gallo-Roman goddess of horses. The elongated bronze trumpets of the Celts are called Carnyx, often formed to resemble animals.
==National Features==
==National Features==
Your national troops are composed of several light and heavy infantry types, supported by javelin throwers and slingers. Most infantry types exist as a low-resource variant without armor (bare-chested warriors) and a better resource-demanding armored variant (noble warriors). Your cavalry is expensive but decent for Early Era, even without a charge bonus.
Your national troops are composed of several light and heavy infantry types, supported by javelin throwers and slingers. Most infantry types exist as a low-resource variant without armor (bare-chested warriors) and a better resource-demanding armored variant (noble warriors). Your cavalry is expensive but decent for Early Era, even without a charge bonus.
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*It would seem each additional ''Boar of Carnutes'' in a province decreases the local chance of a bad event happening by 15%  (ie. other provinces remain unaffected). It is unknown whether enough boars can actually negate bad events in a province altogether.  
*It would seem each additional ''Boar of Carnutes'' in a province decreases the local chance of a bad event happening by 15%  (ie. other provinces remain unaffected). It is unknown whether enough boars can actually negate bad events in a province altogether.  
;Monster Boar
;Monster Boar
:''Conj-5 N3'' The caster summons a non-sacred AI-controlled ''Monster Boar'' (stealth 20, animal, size-5 trampler, 51 hp, map-move 3/20, forest survival, prot-9, Str 20, Att 12, Def 9, MR 5) and sends it to a distant province to ravage the land. This is effectively a remote attack that increases unrest in the target province, but if you spam it on rich enemy castles, it can stunt or even shut down enemy taxes/production.
:''Conj-5 N3'' The caster summons a non-sacred AI-controlled ''Monster Boar'' (stealth 10, command 40, animal, size-5 trampler, 51 hp, map-move 3/20, forest survival, prot-8) and sends it to a distant province to ravage the land. This is effectively a remote attack that increases unrest in the target province, but if you spam it on rich enemy castles, it can stunt or even shut down enemy taxes/production.


==Units==
==Units==
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====Unit Comparison====
====Unit Comparison====
{| {{prettytable|class=sortable|style=text-align:center}}
{|{{prettytable|textcenter=1|sortable=1}}
|+Marverni, Time of Druids
|+Marverni, Time of Druids
!Name!!Gold!!Resources!!HP!!Pro!!Mor!!Res!!Enc!!Str!!Atk!!Def!!Prc!!Mv
!Name!!Gold!!Resources!!HP!!Pro!!Mor!!Res!!Enc!!Str!!Atk!!Def!!Prc!!Mv
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;Alternative: imprisoned '''Mother of Serpents''' ''E4 D9 N4; same scales''. While your blessed Boar Warriors lose their multi-attack with this bless, they gain magic AP death weapons instead (good vs glamored/ethereal troops)! Also, any damage inflicted by blessed casters will have 350% chance of causing afflictions (makes poison and other weak AoE spells much more debilitating). Adds easy access to magic diversity through ''Lamia Queens'' (Conj-6) and end-game ''Tartarians'' (Conj-9). Your pretender can heal afflictions, useful till you manage to cast ''Gift of Health'' (Alt-5), forge ''The Chalice'' (Const-8) or summon ''Faery Queens'' (Conj-8).
;Alternative: imprisoned '''Mother of Serpents''' ''E4 D9 N4; same scales''. While your blessed Boar Warriors lose their multi-attack with this bless, they gain magic AP death weapons instead (good vs glamored/ethereal troops)! Also, any damage inflicted by blessed casters will have 350% chance of causing afflictions (makes poison and other weak AoE spells much more debilitating). Adds easy access to magic diversity through ''Lamia Queens'' (Conj-6) and end-game ''Tartarians'' (Conj-9). Your pretender can heal afflictions, useful till you manage to cast ''Gift of Health'' (Alt-5), forge ''The Chalice'' (Const-8) or summon ''Faery Queens'' (Conj-8).
{{Footer Nav|game=Dominions 3: The Awakening|prevpage=Nations/Lanka|nextpage=Nations/Mictlan}}
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