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Marleons Pict

The city of Marleons is situated in the north of the Kingdom of Sarleon. It is originally the seat of power of Duke Aelfwine. The city lies near the edge of Sarleon territory, on the south-eastern shore of the inland sea, with a small mountain range to the south-east and the Jatu plains to the east.

Marleons Map

This city gave birth to the Special troop, the Marleons Heavy Cavalry, many of these are seen in Marleon's owner army (Duke Aelfwine).

Its villages are Foxstead, Pern, Tahlberl and Avayburg.

Marleons has around a 10% chance of holding a Order of the Lion chapter.

Economy[]

The main exports of Marleons (as the townsfolk will tell you) are Bread, Smoked Fish, Ale, Leatherworks, Tools, Wool Cloth and Pottery.

Surrounding Lands[]

The city itself comes with no added fiefs, and only a small handful of villages surround Marleons: Pern just to the south, Burglen just to the north-east and Amere just to the east.

There is only one castle close to the city, and thus little extra defence: Talon Castle, situated just to the north-east on the shores of the inland sea. Haringoth Castle lies far to the south-west halfway between Marleons and Sarleon, with a large area of open land between them.

Guildmaster[]

The Guildmaster of Marleons is Squire Walcott. Its very hard to miss him as he can be found just as you walk through the city gates, straight ahead and slightly to the left hand side, just outside the tavern next to a table.

 Chest[]

Marleons1

Marleons seen from the top.

The chest held inside can be claimed if you capture and get for yourself this city. It contains Marleons Highbreed, Ornate Marleons Plate Armor, Morningstar and Heavy Lance. It contains 3 items related to the Marleons Heavy Cavalry as this is their home, and 1 of the Order of the Lion, as they may start in this city.

Tournament[]

Weapons allowed: 1H Sword + Shield, 2H Sword

Horses: Always 

Siege[]

Defence[]

Due to its gatehouse acting as a funnel for attacking forces, Marleons can be considered a good city to defend. Ranged troops on the walls (particularly on the two towers flanking the ladders) can easily concentrate their fire, and it is difficult for attacking troops to shield themselves as fire will come from multiple angles.

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Having ladders instead of a siege tower balances this disadvantage somewhat; the ability to quickly concentrate melee troops at the top of the ladders, however, makes it difficult for attacker to gain a foothold on the walls.

It is typical for a player specializing on archery to achieve 40-50+ kills in a defensive situation, making Marleons a key point to defend both for sheer leveling up as well as building their Bows proficiency.

Regardless of a player's ranged weapon of choice, they should ensure their inventory contains lots of spare ammuntion (3-4 spare stacks, minimum - more if you choose Thrown weapons).

Offence[]

The best policy for a player attempting to take Marleons is to hold the archers back by the gatehouse in order to maximize their lines of sight. There is no point in holding anyone outside the walls, as any group alone within the outer wall will be devastated by the defending ranged troops.

It's a straight slog up the ladders for melee troops, so if possible subdivide troop groups into waves of the following to wear the melee defenders down:

  • Shock(absorbing) infantry (4th-5th tier infantry and/or cavalry)
  • Fodder (Recruits and Milita)
  • High-tier/elite fighters (6th-tier fighters, knights, Knighthood Orders troops, etc.)

In this approach high-value troops aren't wasted in the initial charge, when the garrison is fully-loaded and likely to mow piles of them down.

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