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* {{Romani}}: Portrayed in the Late Age as Fortune Tellers, who live in the [[TheLostWoods Black Forest]] despite its dangers.

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* {{Romani}}: UsefulNotes/Romani: Portrayed in the Late Age as Fortune Tellers, who live in the [[TheLostWoods Black Forest]] despite its dangers.

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* FactionCalculus: Bogarus is most definitely the Cannons, with a touch of Subversive in the form of its Stealthy flagellants. Rus is more of a Powerhouse, while Vanarus is more Balanced.

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* FactionCalculus: Bogarus is most definitely the Cannons, a Powerhouse, with a touch of its early-game vulnerability being its terrible levies and untested "professional" troops, and its late-game strength being its mages. It has Subversive elements in the form of its Stealthy flagellants. flagellants, however, making it a weird sort of Balanced. Rus is more of a Powerhouse, while and Vanarus is more Balanced.are more-traditional Balanced factions, with better troops and less-good mages ([[GenerationalMagicDecline for their times]]).



* {{Expy}}: Early Age is pretty heavily based off [[Franchise/ConanTheBarbarian Cimmeria]]
* FantasyCounterpartCulture: As above, Cimmeria in Early Era with a mix of Germanic tribes. Middle Era is roughly Germany, and has some Romanian cultural flavor for Late Age.

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* {{Expy}}: Early Age is pretty heavily based off [[Franchise/ConanTheBarbarian Cimmeria]]
Cimmeria]].
* FactionCalculus: In the Early and Middle Ages, Ulm is the Cannons, with its soft spot being a very low [[SkillScoresAndPerks "skill ceiling"]] in [[MagicallyIneptFighter magic]]; in a game like ''Dominions'', where magic [[LinearWarriorsQuadraticWizards gradually overtakes standard troops]], it often has to carve out a strong early lead so it can handle being outgunned through sheer numbers. Late Ulm doesn't even have much of a troop advantage, but it can play Subversive due to its troops and mages being a bit more spammable.
* FantasyCounterpartCulture: As above, Cimmeria in Early Era with a mix of Germanic tribes. Middle Era is roughly Germany, Germany (being named after a city in Swabia), and has some Romanian cultural flavor for Late Age.


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* {{Romani}}: Portrayed in the Late Age as Fortune Tellers, who live in the [[TheLostWoods Black Forest]] despite its dangers.
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Some weirdness of Dominions 3, such as Lemuria and Asphodel not being present due to faction-transformations being removed

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* AscendedExtra: Lemuria's conceptual origins go all the way back to ''Dominions 2'', which offered certain varieties of Ermor a ritual for busting open a portal to the Underworld themselves. The faction itself became a thing in ''Dominions 4'', after the ritual's absence in ''Dominions 3''.


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* {{Retcon}}: The first game in the series to establish linear continuity, ''Dominions 3'', placed what is now Middle Ermor in the '''Late''' Age. What would become Sceleria in ''Dominions 4'' was called Ermor. This temporarily ret-conned Ulm and Marignon to be breakaway states from an Ermor that was still alive and (relatively) well; such a change was reverted by moving the undead Ermor to the Middle Ages and making Sceleria.


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* AscendedExtra: Asphodel's conceptual origins go all the way back to ''Dominions 2'', where the civilized "theme" of Pangaea (the equivalent of Late Pangaea before Ages were introduced) had a ritual for attempting to re-awaken the wildness of the woods. Asphodel itself wouldn't become a faction until ''Dominions 4''.
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The Nekomata witches don't have forked tails, oops


** Shinuyama can recruit Kappas, [[TheBlank Noppera-bo's]], [[TechnicallyLivingVampire geriatric bloodsuckers]], and [[BakenekoAndNekomata Nekomata witches]] with gold. The Bakemono goblins can summon almost all of the Oni with their magic, while the witches can summon a wide variety of ''Hengeyokai''; this includes Bakenekos, [[{{Kitsune}} Kitsunes]], {{Tanuki}}, and [[TsuchigumoAndJorogumo Jorogumo]]. The Tengu can still be summoned, but most will only answer to a Tengu King or another Air mage that Shinuyama's money can't buy.

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** Shinuyama can recruit Kappas, [[TheBlank Noppera-bo's]], [[TechnicallyLivingVampire geriatric bloodsuckers]], and [[BakenekoAndNekomata Nekomata Bakeneko witches]] with gold. The Bakemono goblins can summon almost all of the Oni with their magic, while the witches can summon a wide variety of ''Hengeyokai''; this includes more-standard Bakenekos, [[{{Kitsune}} Kitsunes]], {{Tanuki}}, and [[TsuchigumoAndJorogumo Jorogumo]]. The Tengu can still be summoned, but most will only answer to a Tengu King or another Air mage that Shinuyama's money can't buy.

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Some stuff, mainly for R'lyeh and the Yomi line


'''R'lyeh - Fallen Star'' (Middle Age)\\
'''R'lyeh - Dreamlands'' (Late Age)

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'''R'lyeh - Fallen Star'' Star''' (Middle Age)\\
'''R'lyeh - Dreamlands'' Dreamlands''' (Late Age)



* BizarreSexualDimorphism: Early R'lyeh is actually pretty clear about the Aboleth species; the Mind Lords are all males, who start out as the teeny-tiny spawn of polyps but effectively never stop growing, while the females are the aforementioned polyps. Amusingly, only a few of the males are even rumored to [[CannotTalkToWomen understand the females]]; these are the Abodai, special males given unique life-stealing powers for feeding their mothers.



* {{Cthulhumanoid}}: The middle and late age inhabitants of R'lyeh are versions of TabletopGame/DungeonAndDragon's Illithids, and, as such, have squids for heads and can fire powerful mind blasts to incapacitate their enemies.

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* {{Cthulhumanoid}}: The middle and late age inhabitants of R'lyeh are versions of TabletopGame/DungeonAndDragon's TabletopGame/DungeonsAndDragons Illithids, and, as such, have squids for heads and can fire powerful mind blasts to incapacitate their enemies. enemies.
* EarlyInstallmentWeirdness: There ''still'' isn't another faction with a mechanic like Middle (and Late) R'lyeh's Void Gate, which lets Astral mages gamble their sanity and lives to summon units for free. Middle R'lyeh was among the 14 factions in the first ''Dominions'', too.
* {{Expy}}: Middle and Late R'lyeh are more-or-less ripped straight from ''Literature/TheCallOfCthulhu'', mainly Late R'lyeh, albeit with an altered origin to account for Early R'lyeh. The Aboleths of Early R'lyeh are direct copies of the giant psychic fish from ''TabletopGame/DungeonsAndDragons''.
* FactionCalculus: R'lyeh is generally a mix of Subversive (due to its underwater gameplay) and The Horde (due to its cheap slave troops).
** Early and Late R'lyeh each have Horde-like mechanics that are better defensively than offensively, with the former getting endless piles of teeny-tiny fish around its immobile Priest-"Mothers", and the latter getting free troops from its Dominion that are mostly either tough to move or rooted in the ground; each of these dissuade enemy invasions, helping with R'lyeh's Subversive element.
** Middle R'lyeh is Late R'lyeh with fewer special mechanics; this ultimately makes it the most "Balanced" of the three, since it has more-versatile offensive options than Early R'lyeh and fewer economic problems than Late R'lyeh.



* TheRemnant: At least one aboleth Mind Lord has survived all the way to Late Age. His description mentions that he finds Illithids useful as overseers and as food.

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* {{Nerf}}: The "Late" incarnation of R'lyeh, also known as The Dreamlands, had a significant one shortly after its introduction back in ''Dominions 2''. For a while, the insane guys spawned from its dominion ''didn't'' come from the local population; this was addressed with a popkill mechanic similar to Ermor's, which represents some of the locals becoming free troops and others getting lost in their dreams, at the cost of dropping the faction's standing by multiple tiers.
* TheRemnant: At least one aboleth Aboleth Mind Lord has survived all the way to Late Age. His description mentions that he finds Illithids useful as overseers and as food. He and other Aboleths (or just their disembodied minds) hope to return to power through this race of softer psychics, [[{{Gendercide}} though the apparent lack of Aboleth-Moms]] might cause issues.



* FactionCalculus: Yomi and Jomon are both Subversive, having mostly weaker troops than their peers, but making up for it with powerful and mobile commanders; Yomi also has freespawn, giving it a touch of The Horde. Shinuyama is more-traditionally The Horde, especially after a BalanceBuff in Dominions 5 that let you fit six Bakemono to a square.

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* FactionCalculus: Yomi and Jomon are both Subversive, having mostly weaker troops than their peers, but making up for it with powerful and mobile commanders; Yomi also has freespawn, giving it a touch of The Horde. Shinuyama is more-traditionally The Horde, especially after a BalanceBuff in Dominions 5 ''Dominions 5'' that let you fit six Bakemono to a square.square, [[{{Nerf}} though the sequel is set to reduce this to five]].



* HandSeals: The five "* sign" spells, hand gesture spells that are based on divine magic and a standard path unique to Jomon.

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* HandSeals: The five "* sign" "sign" spells, hand gesture spells that are based on divine magic and a standard path unique to Jomon.Jomon.
* OurDragonsAreDifferent: Jomon can both hire ''and'' summon Eastern dragons, paying gold underwater to get the ''ryu'' sons of the Dragon King, and shelling out Earth Gems on-land to attract the lesser ''tatsu''.
* PhysicalGod: "Generic" ''kami'' are present in each of the trio's factions that have human Priests: Yomi and Jomon, to be specific. Yomi can only summon "savage" (''Araburu'') ''kami'', who were banished to Yomi for their bad manners, while Jomon can summon the rest. The big three-- Amaterasu, Tsukiyomi, and Susanoo-- are available Pretender forms for all three factions.
** Aside from the big three, the ''kami'' [[LoserDeity aren't immensely strong]]; they're still remarkable by human standards, however, let alone Jomonese human standards.



%%* {{Youkai}}

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%%* {{Youkai}}* {{Youkai}}: Each of these three factions has a decently-long list of Youkai at their disposal:
** Yomi is run by {{Oni}}, who come in normal-ish, small (''Ko''), red (''Aka''), blue (''Ao''), black (''Kuro''), and big (''Dai'') varieties. Ko-Oni flock to Oni leaders, but the others are pickier about when they show up. Yomi also has some contact with [[{{Kappa}} Kappas]] and {{Tengu}}, the former of whom live in small tribal communities and the latter of whom live in scattered kingdoms.
** Shinuyama can recruit Kappas, [[TheBlank Noppera-bo's]], [[TechnicallyLivingVampire geriatric bloodsuckers]], and [[BakenekoAndNekomata Nekomata witches]] with gold. The Bakemono goblins can summon almost all of the Oni with their magic, while the witches can summon a wide variety of ''Hengeyokai''; this includes Bakenekos, [[{{Kitsune}} Kitsunes]], {{Tanuki}}, and [[TsuchigumoAndJorogumo Jorogumo]]. The Tengu can still be summoned, but most will only answer to a Tengu King or another Air mage that Shinuyama's money can't buy.
** Jomon loses access to Shinuyama's special hires but retains most of Shinuyama's summons, save for the Jorogumo (possibly in reference to how the name came about). Even the Oni can still be summoned, though Jomon's humans aren't eager to do so. On top of these, undersea Jomonese may hire anthropomorphic sea creatures with the Dragon King's approval.
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mentioned some incest; Ragha's example might not fit, since the Turan Sorcerers are nobles instead of Kings

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* BrotherSisterIncest: Since there's only '''one''' royal family of Mermen in Dominions, the only family deemed worthy enough for Erytheia's Princes and Princesses to marry into is their ''[[RoyalInbreeding own]]'' family. This practice has been in place ever since the first King of Erytheia's human wife died.
* MaybeMagicMaybeMundane: Relentless inbreeding in the royal family has coincided with some of the Princes and Princesses being born deformed, and/or [[RoyallyScrewedUp mentally unwell]]. There aren't any actual doctors in Erytheia, so the mystics largely blame "malign forces", mainly the madness of R'lyeh.


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* RoyalInbreeding: Despite their very-short lifespans, there are still pure-blooded Abysians in Ragha; entire families of them, in fact, who serve as the Turans' finest Mages. Since Ragha is based on Persia, this may reference ''[[https://en.wikipedia.org/wiki/Xwedodah Xwedodah]]'', the Zoroastrian cultural practice.
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* EarlyInstallmentWeirdness: The "Chuds" referred to in Bogarus (way back in ''Dominions 3'') and featuring in Vanarus (back in ''Dominions 4'') didn't make much sense until ''Dominions 5'', since many Slavic myths portray them as short characters with somewhat-villainous traits. ''Dominions 5'' clarified that the Chuds/Chudes represent the historic Chudes that lived north of Slavic lands, rather than the mythical ones; though, since the name is not Baltic, [[SadlyMythtaken this causes other weirdness]].

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* EarlyInstallmentWeirdness: The "Chuds" referred to in Bogarus (way back in ''Dominions 3'') and featuring in Vanarus (back in ''Dominions 4'') didn't make much sense until ''Dominions 5'', since many Slavic myths portray them as short characters with somewhat-villainous traits. ''Dominions 5'' clarified that the Chuds/Chudes represent the historic Chudes Chuds that lived north of Slavic lands, rather than the mythical ones; though, since the name is not Baltic, [[SadlyMythtaken this causes other weirdness]].



** Rus in particular is a bit of CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to be feminine, for example, while Slavic mythology considered it to be masculine. [[note]]To be exact, there were two Sun personifications, male and female, usually seen as brother and sister. According to some legends, each of them took the luminary role for half of year than gave the position to the sibling. More often through Sun-the-sister was seen as secondary, relatively unimportant and kinda unreliable. Or maybe she was demoted and became unimportant due to her treachery. [[/note]] In Slavic folklore, the "Chuds" (called Chudes in the Early Ages) are believed to represent the Finnic and Baltic peoples that the Slavs wiped from what is now northwestern Russia, though the East Slaves also listed them among the founders of the Kievan Rus'. There's also the reverence for bears, [[SadlyMythtaken which is largely Finnic]].

to:

** Rus in particular is a bit of CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to be feminine, for example, while Slavic mythology considered it to be masculine. [[note]]To be exact, there were two Sun personifications, male and female, usually seen as brother and sister. According to some legends, each of them took the luminary role for half of year than gave the position to the sibling. More often through Sun-the-sister was seen as secondary, relatively unimportant and kinda unreliable. Or maybe she was demoted and became unimportant due to her treachery. [[/note]] In Slavic folklore, the "Chuds" (called Chudes in the Early Ages) are believed to represent the Finnic and Baltic peoples that the Slavs wiped from what is now northwestern Russia, though the East Slaves also listed them among the founders of the Kievan Rus'. There's also the reverence for bears, bears; [[SadlyMythtaken which this is largely Finnic]].Finnic]], but the practice in-game is restricted to the tribal Chudes, who possibly represent the tribes of Finnic peoples around what is now Estonia.
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None


* EarlyInstallmentWeirdness: The "Chuds" referred to in Bogarus (way back in ''Dominions 3'') and featuring in Vanarus (back in ''Dominions 4'') didn't make much sense until ''Dominions 5'', since many Slavic myths portray them as short characters with somewhat-villainous traits; ''Dominions 5'' clarified that the Chuds/Chudes represent the historic Chudes that lived north of Slavic lands, rather than the mythical ones; though, since the name is not Baltic, [[SadlyMythtaken this causes other weirdness]].

to:

* EarlyInstallmentWeirdness: The "Chuds" referred to in Bogarus (way back in ''Dominions 3'') and featuring in Vanarus (back in ''Dominions 4'') didn't make much sense until ''Dominions 5'', since many Slavic myths portray them as short characters with somewhat-villainous traits; traits. ''Dominions 5'' clarified that the Chuds/Chudes represent the historic Chudes that lived north of Slavic lands, rather than the mythical ones; though, since the name is not Baltic, [[SadlyMythtaken this causes other weirdness]].
Is there an issue? Send a MessageReason:
None


* EarlyInstallmentWeirdness: The "Chuds" referred to in Bogarus (way back in ''Dominions 3'') and featuring in Vanarus (back in ''Dominions 4'') didn't make much sense until ''Dominions 5'', since many Slavic myths portray them as short characters with somewhat-villainous traits; ''Dominions 5'' clarified that the Chuds/Chudes represent the historic Chudes that lived northwest of Slavic lands, rather than the mythical ones; though, since the name is not Baltic, [[SadlyMythtaken this causes other weirdness]].

to:

* EarlyInstallmentWeirdness: The "Chuds" referred to in Bogarus (way back in ''Dominions 3'') and featuring in Vanarus (back in ''Dominions 4'') didn't make much sense until ''Dominions 5'', since many Slavic myths portray them as short characters with somewhat-villainous traits; ''Dominions 5'' clarified that the Chuds/Chudes represent the historic Chudes that lived northwest north of Slavic lands, rather than the mythical ones; though, since the name is not Baltic, [[SadlyMythtaken this causes other weirdness]].

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Removed: 5467

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moved the Rus/Vanarus/Bogarus entry to its alphabetical position; also re-contextualized some bits in Fantasy Counterpart Culture and trimmed most of the digging on the devs


[[folder:Sauromatia]]
'''Sauromatia, Amazon Queens''' (Early Age)

The Sauromatians were an Early Age confederacy of nomadic tribes particularly noted for being ruled by an upper class of women warriors. Although both men and women fought on the battlefield, most positions of power and influence were occupied by women in almost all the major tribes, a hallmark of the influence of the Amazons who were integrated into the confederacy early on. Like early Ulm, the Sauromatians tended to value strength of arms over the mystical arts; as a result, most of their sorceresses and priestesses were also accomplished warriors, while divination and tending the dead were frequently left to those too old or weak to fight.

The one notable exception to this tendency towards female leadership was found among the tribe of the Androphags, who dwelled in the Swamps of Pythia. They rejected women leaders entirely, instead being ruled by powerful WitchKings who possessed uncannily long lifespans and an affinity for sorcerous practices involving blood and death. While all Sauromatian tribes flayed the skins of their enemies -- with prominent warriors displaying their own collected skins as a sort of macabre battle standard in the field -- the Androphags took things one gruesome step further by additionally consuming their flesh, meaning they were often abhorred by their fellow tribes. Additionally, with horses scarce in the swamps, the Androphags turned to taming the fierce serpentine creatures that populated their home, including the fearsome and resilient Pythian Hydra, known for its many heads and regenerative powers.

The Sauromatians would eventually be conquered by the Empire of Ermor. Even after their integration, however, aspects of Sauromatian culture survived to influence the Empire of Pythium which would arise after Ermor's cataclysmic collapse.

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[[folder:Sauromatia]]
'''Sauromatia, Amazon Queens'''
[[folder:Rus/Vanarus/Bogarus]]
'''Rus - Sons of Heaven'''
(Early Age)

The Sauromatians were an Early Age confederacy of nomadic tribes particularly noted for being ruled by an upper class of women warriors. Although both men and women fought on the battlefield, most positions of power and influence were occupied by women in almost all the major tribes, a hallmark
Age)\\
'''Vanarus - Land
of the influence Chuds''' (Middle Age)\\
'''Bogarus - Age
of the Amazons who were integrated into the confederacy early on. Like early Ulm, the Sauromatians tended to value strength of arms over the mystical arts; as a result, most of their sorceresses and priestesses were also accomplished warriors, while divination and tending the dead were frequently left to those too old or weak to fight.

The one notable exception to this tendency towards female leadership was found among the tribe of the Androphags, who dwelled in the Swamps of Pythia. They rejected women leaders entirely, instead being ruled by powerful WitchKings who possessed uncannily long lifespans and an affinity for sorcerous practices involving blood and death. While all Sauromatian tribes flayed the skins of their enemies -- with prominent warriors displaying their own collected skins as a sort of macabre battle standard in the field -- the Androphags took things one gruesome step further by additionally consuming their flesh, meaning they were often abhorred by their fellow tribes. Additionally, with horses scarce in the swamps, the Androphags turned to taming the fierce serpentine creatures that populated their home, including the fearsome and resilient Pythian Hydra, known for its many heads and regenerative powers.

The Sauromatians would eventually be conquered by the Empire of Ermor. Even after their integration, however, aspects of Sauromatian culture survived to influence the Empire of Pythium which would arise after Ermor's cataclysmic collapse.
Heroes''' (Late Age)



* AmazonBrigade: A large portion of Sauromatia's armies is composed of women.
%%* CastingAShadow
* BloodMagic: Part-and-parcel for a society of savage reavers. The Androphags passively acquire a couple of Blood Slaves for Sauromatia each turn, making Sauromatia one of the few nations with passive Blood income. Sauromatia isn't particularly good at Blood Magic, however, since its Blood Mages are either Witch-Kings (who are few in number) or the Amazonian Warrior-Sorceresses (who don't have much time to hone their skills).
* Myth/ClassicalMythology: Circe (under her ancient Greek name "Kirke") is a hero in Sauromatia, living on an island just off-shore. The first Witch-King was taught by her.
* {{Crossdresser}}: Sauromatia's best "foot" mages are the Enaries, men who dress and speak like women to better-coerce the spirits.
* ImAHumanitarian: The tribe of the Androphags practices cannibalism.
* LongLived: The Androphag Witch-Kings have lived for hundreds of years, as a result of [[ToServeMan eating the flesh of the Partholonian elves]]. This isn't natural for them, however, and most of them have forgotten everything from those times gone by.
* MagicallyIneptFighter: Sauromatia is not well-known for its magic; the Amazons they absorbed, the Jade Amazons to be exact, failed to change that aspect of Sauromatian society. Even the Amazonian mages have to be better at fighting than spellcasting, to keep up with the hordes. The Witch-Kings are the exception, but they're a slim minority.
* OurHydrasAreDifferent: Hydras can recruited from the capitol for a hefty price. Sauromatia is also capable of summoning the Daughter of Typhon.
%%* VirginSacrifice

to:

* AmazonBrigade: A large portion ArtShift: Bogarus's sprites were done by an intern of Sauromatia's armies is composed of women.
%%* CastingAShadow
* BloodMagic: Part-and-parcel for a society of savage reavers. The Androphags passively acquire a couple of Blood Slaves for Sauromatia each turn, making Sauromatia
one of the few nations with passive Blood income. Sauromatia isn't particularly good at Blood Magic, however, developers.
%%* CrystalDragonJesus: The Exarchs and Eparchs.
* EarlyInstallmentWeirdness: The "Chuds" referred to in Bogarus (way back in ''Dominions 3'') and featuring in Vanarus (back in ''Dominions 4'') didn't make much sense until ''Dominions 5'',
since many Slavic myths portray them as short characters with somewhat-villainous traits; ''Dominions 5'' clarified that the Chuds/Chudes represent the historic Chudes that lived northwest of Slavic lands, rather than the mythical ones; though, since the name is not Baltic, [[SadlyMythtaken this causes other weirdness]].
** [[WordOfGod Illwinter have admitted that they just found the name interesting, and shoehorned it into the faction(s) without a lot of mythical sourcing]].
* FactionCalculus: Bogarus is most definitely the Cannons, with a touch of Subversive in the form of
its Stealthy flagellants. Rus is more of a Powerhouse, while Vanarus is more Balanced.
* FantasyCounterpartCulture: Inspired by Slavic mythology and the history of UsefulNotes/KievanRus. The Early Age is more of a Rus/Baltic mix.
** Rus in particular is a bit of CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to be feminine, for example, while Slavic mythology considered it to be masculine. [[note]]To be exact, there were two Sun personifications, male and female, usually seen as brother and sister. According to some legends, each of them took the luminary role for half of year than gave the position to the sibling. More often through Sun-the-sister was seen as secondary, relatively unimportant and kinda unreliable. Or maybe she was demoted and became unimportant due to her treachery. [[/note]] In Slavic folklore, the "Chuds" (called Chudes in the Early Ages) are believed to represent the Finnic and Baltic peoples that the Slavs wiped from what is now northwestern Russia, though the East Slaves also listed them among the founders of the Kievan Rus'. There's also the reverence for bears, [[SadlyMythtaken which is largely Finnic]].
** Vanarus is more-based on the dominion of the Varangians, who are represented in-game as the Vanir Elves due to their supposed Nordic ancestry. "Oath-Bound", the name of Vanarus's elites, is a rough English translation for "Varangian". The Vanarusian capital of Novgard (in what would've been "Chud" land) represents Novgorod, whose prince would ultimately conquer Kiev in 862 and give rise to the Kievan Rus'. The Varangians' descendants would quickly assimilate with the local Slavs, but this is a background event in-game, loosely referenced through the local Vanir being very few in number.
** Bogarus appears to be a more-contemporary portrayal of the Russian principalities, possessing gunpowder-era anachronisms such as the Reformed [Orthodox] Church and the Khlysty, not to mention the defeat and incorporation of [[HordesFromTheEast steppe peoples]]. The Byzantine influence on Russia is only indirectly referenced in Bogarus, through Astral Magic (a Pythian art) returning after its complete absence in Vanarus, though Pythium is mentioned by-name in descriptions for the "Oath-Bound" of Vanarus.
* LanguageOfMagic: Bogarus has wizards who practice this, though they are but one of many traditions that have set up in the cities.
* OpenSecret: BloodMagic, while still looked down upon in Bogarus, is ''quite'' common there.
Blood Mages are either Witch-Kings (who are few in number) or the Amazonian Warrior-Sorceresses (who don't have much time to hone their skills).
* Myth/ClassicalMythology: Circe (under her ancient Greek name "Kirke") is a hero in Sauromatia, living on an island just off-shore. The first Witch-King was taught by her.
* {{Crossdresser}}: Sauromatia's best "foot"
cheapest mages are in the Enaries, men who dress Empire, the most respected Mages in the Empire know a little, and speak like women to better-coerce the spirits.
* ImAHumanitarian: The tribe
one of the Androphags practices cannibalism.
* LongLived: The Androphag Witch-Kings have lived for hundreds of years, as a result of [[ToServeMan eating
church factions is built around [[ThePenance the flesh of the Partholonian elves]]. This isn't natural for them, however, and most of them have forgotten everything from those times gone by.
* MagicallyIneptFighter: Sauromatia is not well-known for its magic; the Amazons they absorbed, the Jade Amazons to be exact, failed to change
belief that aspect of Sauromatian society. Even the Amazonian mages have to be better at fighting than spellcasting, to keep up with the hordes. The Witch-Kings are the exception, but they're a slim minority.
* OurHydrasAreDifferent: Hydras
it can recruited from the capitol for a hefty price. Sauromatia is also capable of summoning the Daughter of Typhon.
%%* VirginSacrifice
be good]].



[[folder:Therodos]]
'''Therodos - Telkhine Spectre''' (Early Age)

In the time of a previous Pantokrator, the powerful sea spirits known as the Telkhines left the sea with their power of shape-changing. They founded the kingdom of Therodos and made themselves god-kings over the humans. Great sages, they invented metalworking and made artifacts for the Pantokrator's servants and taught it to their Daktyloi servants. They eventually discovered the means of creating a malefic poison by means of mixing stygian water and sulfur, which rendered the land poisonous to life. For this, the Pantokrator destroyed their kingdom and imprisoned them in Tartarus, with only some of their servants surviving on the shattered islands, the rest barred from the underworld and unknowing of their undead existence.

to:

[[folder:Therodos]]
'''Therodos - Telkhine Spectre'''
[[folder:Sauromatia]]
'''Sauromatia, Amazon Queens'''
(Early Age)

In The Sauromatians were an Early Age confederacy of nomadic tribes particularly noted for being ruled by an upper class of women warriors. Although both men and women fought on the time battlefield, most positions of a previous Pantokrator, power and influence were occupied by women in almost all the major tribes, a hallmark of the influence of the Amazons who were integrated into the confederacy early on. Like early Ulm, the Sauromatians tended to value strength of arms over the mystical arts; as a result, most of their sorceresses and priestesses were also accomplished warriors, while divination and tending the dead were frequently left to those too old or weak to fight.

The one notable exception to this tendency towards female leadership was found among the tribe of the Androphags, who dwelled in the Swamps of Pythia. They rejected women leaders entirely, instead being ruled by
powerful sea spirits WitchKings who possessed uncannily long lifespans and an affinity for sorcerous practices involving blood and death. While all Sauromatian tribes flayed the skins of their enemies -- with prominent warriors displaying their own collected skins as a sort of macabre battle standard in the field -- the Androphags took things one gruesome step further by additionally consuming their flesh, meaning they were often abhorred by their fellow tribes. Additionally, with horses scarce in the swamps, the Androphags turned to taming the fierce serpentine creatures that populated their home, including the fearsome and resilient Pythian Hydra, known as the Telkhines left the sea with their power of shape-changing. They founded the kingdom of Therodos for its many heads and made themselves god-kings over the humans. Great sages, they invented metalworking and made artifacts for the Pantokrator's servants and taught it to their Daktyloi servants. They regenerative powers.

The Sauromatians would
eventually discovered be conquered by the means Empire of creating a malefic poison by means Ermor. Even after their integration, however, aspects of mixing stygian water and sulfur, Sauromatian culture survived to influence the Empire of Pythium which rendered the land poisonous to life. For this, the Pantokrator destroyed their kingdom and imprisoned them in Tartarus, with only some of their servants surviving on the shattered islands, the rest barred from the underworld and unknowing of their undead existence.would arise after Ermor's cataclysmic collapse.



* FantasyCounterpartCulture: A hint of Cretan and Minoan Island Kingdoms mixed with Greek city-states.
* FaunsAndSatyrs: The Hekaterides are the mothers of the Satyrs.
* MagicDance: The sacred dance of the Hekaterides and their Melian and Kourete brought joy, stability, and fertility to Theorodos, and in-game inspire troops and reduce unrest.
* PoisonousPerson: The Telkhine are constantly surrounded by the fumes of the Telkhine Maediction, killing everything around them.
* MysteryCult: The guilds of the Kabeiros craftsmen were organized like this, members advancing through mystic initiations, that often involved an excessive amount of drinking.
* ScrappyMechanic: It's a nation made from sacred units who are alive, and need gold as much as any nation... Yet its population dies inside the dominion, completely ruining the very meaning of playing, and the concept of joy and stability the sacred dancers.

to:

* FantasyCounterpartCulture: AmazonBrigade: A hint large portion of Cretan and Minoan Island Kingdoms mixed Sauromatia's armies is composed of women.
%%* CastingAShadow
* BloodMagic: Part-and-parcel for a society of savage reavers. The Androphags passively acquire a couple of Blood Slaves for Sauromatia each turn, making Sauromatia one of the few nations
with passive Blood income. Sauromatia isn't particularly good at Blood Magic, however, since its Blood Mages are either Witch-Kings (who are few in number) or the Amazonian Warrior-Sorceresses (who don't have much time to hone their skills).
* Myth/ClassicalMythology: Circe (under her ancient
Greek city-states.
* FaunsAndSatyrs:
name "Kirke") is a hero in Sauromatia, living on an island just off-shore. The Hekaterides first Witch-King was taught by her.
* {{Crossdresser}}: Sauromatia's best "foot" mages
are the mothers Enaries, men who dress and speak like women to better-coerce the spirits.
* ImAHumanitarian: The tribe
of the Satyrs.
Androphags practices cannibalism.
* MagicDance: LongLived: The sacred dance Androphag Witch-Kings have lived for hundreds of years, as a result of [[ToServeMan eating the flesh of the Hekaterides Partholonian elves]]. This isn't natural for them, however, and their Melian and Kourete brought joy, stability, and fertility to Theorodos, and in-game inspire troops and reduce unrest.
* PoisonousPerson: The Telkhine are constantly surrounded by the fumes
most of the Telkhine Maediction, killing them have forgotten everything around them.
from those times gone by.
* MysteryCult: The guilds of MagicallyIneptFighter: Sauromatia is not well-known for its magic; the Kabeiros craftsmen were organized like this, members advancing through mystic initiations, Amazons they absorbed, the Jade Amazons to be exact, failed to change that often involved an excessive amount aspect of drinking.
Sauromatian society. Even the Amazonian mages have to be better at fighting than spellcasting, to keep up with the hordes. The Witch-Kings are the exception, but they're a slim minority.
* ScrappyMechanic: It's a nation made OurHydrasAreDifferent: Hydras can recruited from sacred units who are alive, and need gold as much as any nation... Yet its population dies inside the dominion, completely ruining capitol for a hefty price. Sauromatia is also capable of summoning the very meaning Daughter of playing, and the concept of joy and stability the sacred dancers.Typhon.
%%* VirginSacrifice



[[folder:Tir na n'Og/Eriu]]
'''Tir na n'Og, Land of the Ever Young''' (Early Age)\\
'''Eriu, Last of the Tuatha''' (Middle Age)

In the Early Age the blessed isle of Tir na n'Og was the home of the Tuatha, a fay race descended from the Nemedians. Like their ancestors, the Tuatha waged war against the Fomorians, but their attempted invasion was ultimately foiled, forcing them to withdraw back to their home once more. Their descendants, the Sidhe, would become the ruling class of Tir na n'Og, ruling over a kingdom largely populated by the lesser Fir Bolg.

The Middle Age would see the coming of another wave of invaders, this time from the human realms. After a long and drawn out war, the Sidhe would be overwhelmed, withdrawing to new homes beyond the mortal realm, while the Fir Bolg dwindled to a minority in their own homeland. The former realm of the Tuatha would be partitioned between the Logrians, who would found their own realm of Man, and the Milesians, who would dub their new realm Eriu. With the disappearance of the Pantokrator and the rise of new Pretender Gods, however, the Sidhe would return to the mortal realm to reclaim their former status as rulers of the land.

to:

[[folder:Tir na n'Og/Eriu]]
'''Tir na n'Og, Land of the Ever Young'''
[[folder:Therodos]]
'''Therodos - Telkhine Spectre'''
(Early Age)\\
'''Eriu, Last of the Tuatha''' (Middle
Age)

In the Early Age time of a previous Pantokrator, the blessed isle of Tir na n'Og was powerful sea spirits known as the home of Telkhines left the Tuatha, a fay race descended from the Nemedians. Like sea with their ancestors, power of shape-changing. They founded the Tuatha waged war against kingdom of Therodos and made themselves god-kings over the Fomorians, but their attempted invasion was ultimately foiled, forcing them to withdraw back humans. Great sages, they invented metalworking and made artifacts for the Pantokrator's servants and taught it to their home once more. Their descendants, Daktyloi servants. They eventually discovered the Sidhe, would become means of creating a malefic poison by means of mixing stygian water and sulfur, which rendered the ruling class of Tir na n'Og, ruling over a kingdom largely populated by the lesser Fir Bolg.

The Middle Age would see the coming of another wave of invaders, this time from the human realms. After a long and drawn out war, the Sidhe would be overwhelmed, withdrawing
land poisonous to new homes beyond the mortal realm, while the Fir Bolg dwindled to a minority in their own homeland. The former realm of the Tuatha would be partitioned between the Logrians, who would found their own realm of Man, and the Milesians, who would dub their new realm Eriu. With the disappearance of life. For this, the Pantokrator and the rise of new Pretender Gods, however, the Sidhe would return to the mortal realm to reclaim destroyed their former status as rulers kingdom and imprisoned them in Tartarus, with only some of their servants surviving on the land.shattered islands, the rest barred from the underworld and unknowing of their undead existence.



* CantArgueWithElves: The more-"Elven" races are in charge in both of these factions, and the Tuatha in particular holding world-conquering ambitions that were only [[BreakTheHaughty briefly interrupted]] by losses before and after the Early Ages. The Fir Bolg are only half-"Elven", and serve as peasants to their Tuatha step-siblings and Sidhe nephews.
* DeathByCameo: The only traces Eriu leaves in the Late Ages are the Bean Sidhe for Man; at this point, they're [[OurBansheesAreLouder proper Banshees]].
* TheFairFolk: The Tuatha and their Sidhe descendants are mystical beings skilled in magic, poetry, and other crafts and capable of weaving {{glamour}}s to move stealthily among other lands and peoples.
* MagicMusic: All of the "true Elves" in Tir na n'Og and Eriu use Spellsongs for their magic, which makes their spells longer to cast but far less tiring. The Fir Bolg do not use Spellsongs, practicing the Druidism of their Nemedian ancestors instead. The Tuatha even had exclusive "music" spells in Dominions 3 and 4, [[{{Nerf}} though not in 5]].

to:

* CantArgueWithElves: FantasyCounterpartCulture: A hint of Cretan and Minoan Island Kingdoms mixed with Greek city-states.
* FaunsAndSatyrs:
The more-"Elven" races are in charge in both of these factions, and the Tuatha in particular holding world-conquering ambitions that were only [[BreakTheHaughty briefly interrupted]] by losses before and after the Early Ages. The Fir Bolg are only half-"Elven", and serve as peasants to their Tuatha step-siblings and Sidhe nephews.
* DeathByCameo: The only traces Eriu leaves in the Late Ages
Hekaterides are the Bean Sidhe for Man; at this point, they're [[OurBansheesAreLouder proper Banshees]].
mothers of the Satyrs.
* TheFairFolk: MagicDance: The Tuatha sacred dance of the Hekaterides and their Sidhe descendants Melian and Kourete brought joy, stability, and fertility to Theorodos, and in-game inspire troops and reduce unrest.
* PoisonousPerson: The Telkhine
are mystical beings skilled in magic, poetry, and other crafts and capable of weaving {{glamour}}s to move stealthily among other lands and peoples.
* MagicMusic: All
constantly surrounded by the fumes of the "true Elves" in Tir na n'Og Telkhine Maediction, killing everything around them.
* MysteryCult: The guilds of the Kabeiros craftsmen were organized like this, members advancing through mystic initiations, that often involved an excessive amount of drinking.
* ScrappyMechanic: It's a nation made from sacred units who are alive,
and Eriu use Spellsongs for their magic, which makes their spells longer to cast but far less tiring. The Fir Bolg do not use Spellsongs, practicing need gold as much as any nation... Yet its population dies inside the Druidism dominion, completely ruining the very meaning of their Nemedian ancestors instead. The Tuatha even had exclusive "music" spells in Dominions 3 playing, and 4, [[{{Nerf}} though not in 5]].the concept of joy and stability the sacred dancers.



[[folder:Tir na n'Og/Eriu]]
'''Tir na n'Og, Land of the Ever Young''' (Early Age)\\
'''Eriu, Last of the Tuatha''' (Middle Age)

In the Early Age the blessed isle of Tir na n'Og was the home of the Tuatha, a fay race descended from the Nemedians. Like their ancestors, the Tuatha waged war against the Fomorians, but their attempted invasion was ultimately foiled, forcing them to withdraw back to their home once more. Their descendants, the Sidhe, would become the ruling class of Tir na n'Og, ruling over a kingdom largely populated by the lesser Fir Bolg.

The Middle Age would see the coming of another wave of invaders, this time from the human realms. After a long and drawn out war, the Sidhe would be overwhelmed, withdrawing to new homes beyond the mortal realm, while the Fir Bolg dwindled to a minority in their own homeland. The former realm of the Tuatha would be partitioned between the Logrians, who would found their own realm of Man, and the Milesians, who would dub their new realm Eriu. With the disappearance of the Pantokrator and the rise of new Pretender Gods, however, the Sidhe would return to the mortal realm to reclaim their former status as rulers of the land.
----
* CantArgueWithElves: The more-"Elven" races are in charge in both of these factions, and the Tuatha in particular holding world-conquering ambitions that were only [[BreakTheHaughty briefly interrupted]] by losses before and after the Early Ages. The Fir Bolg are only half-"Elven", and serve as peasants to their Tuatha step-siblings and Sidhe nephews.
* DeathByCameo: The only traces Eriu leaves in the Late Ages are the Bean Sidhe for Man; at this point, they're [[OurBansheesAreLouder proper Banshees]].
* TheFairFolk: The Tuatha and their Sidhe descendants are mystical beings skilled in magic, poetry, and other crafts and capable of weaving {{glamour}}s to move stealthily among other lands and peoples.
* MagicMusic: All of the "true Elves" in Tir na n'Og and Eriu use Spellsongs for their magic, which makes their spells longer to cast but far less tiring. The Fir Bolg do not use Spellsongs, practicing the Druidism of their Nemedian ancestors instead. The Tuatha even had exclusive "music" spells in Dominions 3 and 4, [[{{Nerf}} though not in 5]].
[[/folder]]



[[folder:Rus/Vanarus/Bogarus]]
'''Rus - Sons of Heaven''' (Early Age)\\
'''Vanarus - Land of the Chuds''' (Middle Age)\\
'''Bogarus - Age of Heroes''' (Late Age)

to:

[[folder:Rus/Vanarus/Bogarus]]
'''Rus
[[folder:Vanheim/Midgård]]
'''Vanheim
- Sons Age of Heaven''' Vanir''' (Early Age)\\
'''Vanarus '''Vanheim - Land Arrival of the Chuds''' Man''' (Middle Age)\\
'''Bogarus '''Midgård - Age of Heroes''' Men''' (Late Age)



%%* CrystalDragonJesus: The Exarchs and Eparchs.
* FactionCalculus: Bogarus is most definitely the Cannons, with a touch of Subversive in the form of its Stealthy flagellants. Rus is more of a Powerhouse, while Vanarus is more Balanced.
* FantasyCounterpartCulture: Inspired by Slavic mythology and the history of UsefulNotes/KievanRus. The Early Age is more of a Rus/Baltic mix.
** Rus in particular is a bit of CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to be feminine, for example, while Slavic mythology considered it to be masculine. [[note]]To be exact, there were two Sun personifications, male and female, usually seen as brother and sister. According to some legends, each of them took the luminary role for half of year than gave the position to the sibling. More often through Sun-the-sister was seen as secondary, relatively unimportant and kinda unreliable. Or maybe she was demoted and became unimportant due to her treachery. [[/note]] In Slavic folklore, the "Chuds" (called Chudes in the Early Ages) are believed to represent the Finnic and Baltic peoples that the Slavs wiped from what is now northwestern Russia. That said, mythology portrays them as beatiful but cowardly midgets (Finnic people for sure aren't) with love for gold and gems and being very adept at hiding. In this game they are instead magical superhuman race of normal height, which is really random. There is an explanation in the manual - devs heard the word "Chud", but could not find anything about it in Latvian mythology, and thus decided to reinvent it's meaning themselves. Why didn't they check Eastern Slavic mythology in the first place? No explanation for that.
** Vanarus, now ruled Norse Elves, uses Norse names for units and leaders. Rus in all ages is considered to be a part of "Norse" nation group and can worship Norse gods. Supposedly, it is an analogue of Rurikids' times, but in real-life it's them who got very quickly gone culturally Slavic. Not to mention that Novgorod, city that was closest to Norse, was not part of 'Kievan' Rus, unless one use as a name for all of Rus' lands combined (which will be factually wrong but hey).
** Amusingly enough, Pithium have absolutely no role in Rus/Vanarus/Bogarus history despite all the influence Bysantium had on Russian culture in real life; even the word "Russia" (Byzantine name for Rus) was eventually adopted.
* LanguageOfMagic: Bogarus has wizards who practice this, though they are but one of many traditions that have set up in the cities.
* InNameOnly: not nearly as much as most "Rus(sia)-inspired Fantasy Culture" out there. Still, if you expect it to be as close to mythology as other nations, you will propably be disappointed. Well, atleast nobody worships bears here...
* OpenSecret: BloodMagic, while still looked down upon in Bogarus, is ''quite'' common there. Blood Mages are the cheapest mages in the Empire, the most respected Mages in the Empire know a little, and one of the church factions is built around [[ThePenance the belief that it can be good]].
[[/folder]]

[[folder:Vanheim/Midgård]]
'''Vanheim - Age of Vanir''' (Early Age)\\
'''Vanheim - Arrival of Man''' (Middle Age)\\
'''Midgård - Age of Men''' (Late Age)

----



* EarnYourHappyEnding: In the Late Age,the humans of Jomon have successfully broken the might of their bakemono and oni masters.

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* EarnYourHappyEnding: In the Late Age,the Age, the humans of Jomon have successfully broken the might of their bakemono and oni masters.

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** Vanarus, now ruled Norse Elves, uses Norse names for units and leaders. Rus in all ages is considered to be a part of "Norse" nation group and can worship Norse gods. Supposedly, it is an analogue of Rurikids' times, but in real-life it's them who got very quickly gone culturally Slavic. Not to mention that Novgorod, city that was closest to Norse, was not part of 'Kievan' Rus, unless one use as a name for all of Rus' lands combined (which will be factually wrong but hey).
** Amusingly enough, Pithium have absolutely no role in Rus/Vanarus/Bogarus history despite all the influence Bysantium had on Russian culture in real life; even the word "Russia" (Byzantine name for Rus) was eventually adopted.



* InNameOnly: not nearly as much as most "Rus(sia)-inspired Fantasy Culture" out there. Still, if you expect it to be as close to mythology as other nations, you will propably be disappointed. Well, atleast nobody worship bears here...

to:

* InNameOnly: not nearly as much as most "Rus(sia)-inspired Fantasy Culture" out there. Still, if you expect it to be as close to mythology as other nations, you will propably be disappointed. Well, atleast nobody worship worships bears here...
Is there an issue? Send a MessageReason:
None


** Rus in particular is a bit of CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to be feminine, for example, while Slavic mythology considered it to be masculine. [[note]]To be exact, there were two Sun personifications, male and female, usually seing as brother and sister. According to some legends, each of them took the luminary role for half of year than gave the position to the sibling. More often through Sun-the-sister was seing as secondary, relatively unimportant and kinda unreliable. Or maybe she was demoted and became unimportant due to her treachery. [[/note]] In Slavic folklore, the "Chuds" (called Chudes in the Early Ages) are believed to represent the Finnic and Baltic peoples that the Slavs wiped from what is now northwestern Russia. That said, mythology portrays them as beatiful but cowardly midgets (Finnic people for sure aren't) with love for gold and gems and being very adept at hiding. In this game they are instead magical superhuman race of normal height, which is really random. There is an explanation in the manual - devs heard the word "Chud", but could not find anything about it in Latvian mythology, and thus decided to reinvent it's meaning themselves. Why didn't they check Eastern Slavic mythology in the first place? No explanation for that.

to:

** Rus in particular is a bit of CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to be feminine, for example, while Slavic mythology considered it to be masculine. [[note]]To be exact, there were two Sun personifications, male and female, usually seing seen as brother and sister. According to some legends, each of them took the luminary role for half of year than gave the position to the sibling. More often through Sun-the-sister was seing seen as secondary, relatively unimportant and kinda unreliable. Or maybe she was demoted and became unimportant due to her treachery. [[/note]] In Slavic folklore, the "Chuds" (called Chudes in the Early Ages) are believed to represent the Finnic and Baltic peoples that the Slavs wiped from what is now northwestern Russia. That said, mythology portrays them as beatiful but cowardly midgets (Finnic people for sure aren't) with love for gold and gems and being very adept at hiding. In this game they are instead magical superhuman race of normal height, which is really random. There is an explanation in the manual - devs heard the word "Chud", but could not find anything about it in Latvian mythology, and thus decided to reinvent it's meaning themselves. Why didn't they check Eastern Slavic mythology in the first place? No explanation for that.

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** Rus in particular is a bit of CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to be feminine, for example, while Slavic mythology considered it to be masculine. [[note]]To be exact, there were two Sun personifications, male and female, usually seing as brother and sister. According to some legends, each of them took the luminary role for half of year than gave the position to the sibling. More often through Sun-the-sister was seing as secondary, relatively unimportant and kinda unreliable. Or maybe she was demoted and became unimportant due to her treachery. [[/note]] In Slavic folklore, the "Chuds" (called Chudes in the Early Ages) are believed to represent the Finnic and Baltic peoples that the Slavs wiped from what is now northwestern Russia. That said, mythology portrays them as beatiful but cowardly midgets with love for gold and gems and being very adept at hiding.

to:

** Rus in particular is a bit of CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to be feminine, for example, while Slavic mythology considered it to be masculine. [[note]]To be exact, there were two Sun personifications, male and female, usually seing as brother and sister. According to some legends, each of them took the luminary role for half of year than gave the position to the sibling. More often through Sun-the-sister was seing as secondary, relatively unimportant and kinda unreliable. Or maybe she was demoted and became unimportant due to her treachery. [[/note]] In Slavic folklore, the "Chuds" (called Chudes in the Early Ages) are believed to represent the Finnic and Baltic peoples that the Slavs wiped from what is now northwestern Russia. That said, mythology portrays them as beatiful but cowardly midgets (Finnic people for sure aren't) with love for gold and gems and being very adept at hiding.hiding. In this game they are instead magical superhuman race of normal height, which is really random. There is an explanation in the manual - devs heard the word "Chud", but could not find anything about it in Latvian mythology, and thus decided to reinvent it's meaning themselves. Why didn't they check Eastern Slavic mythology in the first place? No explanation for that.


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* InNameOnly: not nearly as much as most "Rus(sia)-inspired Fantasy Culture" out there. Still, if you expect it to be as close to mythology as other nations, you will propably be disappointed. Well, atleast nobody worship bears here...

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** Rus in particular is a bit of CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to be feminine, for example, while Slavic mythology considered it to be masculine. In Slavic folklore, the "Chuds" (called Chudes in the Early Ages) represent the Finnic and Baltic peoples that the Slavs wiped from what is now northwestern Russia.

to:

** Rus in particular is a bit of CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to be feminine, for example, while Slavic mythology considered it to be masculine. [[note]]To be exact, there were two Sun personifications, male and female, usually seing as brother and sister. According to some legends, each of them took the luminary role for half of year than gave the position to the sibling. More often through Sun-the-sister was seing as secondary, relatively unimportant and kinda unreliable. Or maybe she was demoted and became unimportant due to her treachery. [[/note]] In Slavic folklore, the "Chuds" (called Chudes in the Early Ages) are believed to represent the Finnic and Baltic peoples that the Slavs wiped from what is now northwestern Russia.Russia. That said, mythology portrays them as beatiful but cowardly midgets with love for gold and gems and being very adept at hiding.
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Adding the most important fact about Na'Ba. Feel free to edit anything that is incorrect.

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* OurGeniesAreDifferent: Na'Ba's primary elite troop type is genies, said to be born out of "smokeless fire" from before mankind came to the land. As a result, they are powerful, semi-ethereal, {{Glamour}}ed mages and warriros who are only able to come out and play after their city, Jannah, is unsealed by the coming of their Pretender. However, in exchange for their massive physical power, they are vulnerable to both iron weapons and salt thrown at them, which can stun them and leave them open for more attacks.
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* Crossdresser: Sauromatia's best "foot" mages are the Enaries, men who dress and speak like women to better-coerce the spirits.

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* Crossdresser: {{Crossdresser}}: Sauromatia's best "foot" mages are the Enaries, men who dress and speak like women to better-coerce the spirits.
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* ClassicalMythology: Circe (under her ancient Greek name "Kirke") is a hero in Sauromatia, living on an island just off-shore. The first Witch-King was taught by her.

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* ClassicalMythology: Myth/ClassicalMythology: Circe (under her ancient Greek name "Kirke") is a hero in Sauromatia, living on an island just off-shore. The first Witch-King was taught by her.

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%%* BloodMagic

to:

%%* BloodMagic* BloodMagic: Part-and-parcel for a society of savage reavers. The Androphags passively acquire a couple of Blood Slaves for Sauromatia each turn, making Sauromatia one of the few nations with passive Blood income. Sauromatia isn't particularly good at Blood Magic, however, since its Blood Mages are either Witch-Kings (who are few in number) or the Amazonian Warrior-Sorceresses (who don't have much time to hone their skills).
* ClassicalMythology: Circe (under her ancient Greek name "Kirke") is a hero in Sauromatia, living on an island just off-shore. The first Witch-King was taught by her.
* Crossdresser: Sauromatia's best "foot" mages are the Enaries, men who dress and speak like women to better-coerce the spirits.


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* LongLived: The Androphag Witch-Kings have lived for hundreds of years, as a result of [[ToServeMan eating the flesh of the Partholonian elves]]. This isn't natural for them, however, and most of them have forgotten everything from those times gone by.
* MagicallyIneptFighter: Sauromatia is not well-known for its magic; the Amazons they absorbed, the Jade Amazons to be exact, failed to change that aspect of Sauromatian society. Even the Amazonian mages have to be better at fighting than spellcasting, to keep up with the hordes. The Witch-Kings are the exception, but they're a slim minority.
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* FactionCalculus: Yomi and Jomon are both Subversive, having mostly weaker troops than their peers, but making up for it with powerful and mobile commanders; Yomi also has freespawn, giving it a touch of The Horde. Shinuyama is more-traditionally The Horde, especially after a BalanceBuff in Dominions 5 that let you fit six Bakemono to a square.
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* Irony: Save for maybe Agartha, Late Age Marignon is the most technologically-advanced nation in Dominions 5. They were still burning witches a century ago! (Well, ''real'' witches, but still...)

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* Irony: {{Irony}}: Save for maybe Agartha, [[CartoonBomb Agartha]], Late Age Marignon is the most technologically-advanced nation in Dominions 5. They were still burning witches a century ago! (Well, ''real'' witches, but still...)

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* TheConspiracy: A certain Late Age Ulmic hero hints that the [[DealWithTheDevil pact Marignon made]] may have been because of that. Said unit has it made clear in its description that "he is sent to destabilize and ensure Marignon's downfall". [[OhCrap He is a demonologist and a blood mage expert in espionage]].



* Irony: Save for maybe Agartha, Late Age Marignon is the most technologically-advanced nation in Dominions 5. They were still burning witches a century ago! (Well, ''real'' witches, but still...)



* PyrrhicVictory: If you don't count [[WeWinBecauseYouDidnt survival]] as a victory, no one really wins the fight between Marignon and Ermor. Ermor is extinguished, but so is Marignon's knightly order. The Inquisition is delegitimized, and has to find complete heathens to inspire new faith in. The Angels have no one else who prays to them. The Lord has lost central authority to the holders of Marignon's numerous forts. The commoners are damned. Even the Goetic Masters who pushed for the DealWithTheDevil didn't really win, since their every action is now closely scrutinized by the heads of the Inquisition itself.



* TheConspiracy: A certain Late Age Ulmic hero hints that the [[DealWithTheDevil pact Marignon made]] may have been because of that. Said unit has it made clear in its description that "he is sent to destabilize and ensure Marignon's downfall". [OhCrap He is a demonologist and a blood mage expert in espionage]].

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* FullBoarAction:
** Marverni's Nature mages can summon Great Boars of Carnutes, colossal boars who attract regular boars to their side with their majesty.
** Marverni's Earth mages can transmute "Iron Boars", boars with permanent Ironskin, creating excellent shin-breakers. Other nations use mere pigs, creating "Iron Pigs".



* MagicMusic: All of the "true Elves" in Tir na n'Og and Eriu use Spellsongs for their magic, which makes their spells longer to cast but far less tiring. The Fir Bolg do not use Spellsongs, practicing the Druidism of their Nemedian ancestors instead.

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* MagicMusic: All of the "true Elves" in Tir na n'Og and Eriu use Spellsongs for their magic, which makes their spells longer to cast but far less tiring. The Fir Bolg do not use Spellsongs, practicing the Druidism of their Nemedian ancestors instead. The Tuatha even had exclusive "music" spells in Dominions 3 and 4, [[{{Nerf}} though not in 5]].


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* TheBerserker: Van Berserkers are particularly infamous in Dominions 5, though thankfully they're only in the Early Ages. The Middle and Late Ages have Einheres instead, humans enchanted with the same strength and rage by the Vanir.
* CantArgueWithElves: The Vanir hold this view, even taking human prisoners as slaves in the Early Ages. Despite losing their numbers in the Middle Ages, the Vanir still don't let anyone else become Jarls or Priests until the Late Ages, when they've dwindled down to just having Vanhalla.
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* FactionCalculus: Bogarus is most definitely the Cannon, with a touch of Subversive in the form of its Stealthy flagellants. Rus is more of a Powerhouse, while Vanarus is more Balanced.

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* FactionCalculus: Bogarus is most definitely the Cannon, Cannons, with a touch of Subversive in the form of its Stealthy flagellants. Rus is more of a Powerhouse, while Vanarus is more Balanced.

Added: 1088

Changed: 1542

Removed: 52

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None


* CantArgueWithElves: The more-"Elven" races are in charge in both of these factions, and the Tuatha in particular holding world-conquering ambitions that were only [[BreakTheHaughty briefly interrupted]] by losses before and after the Early Ages. The Fir Bolg are only half-"Elven", and serve as peasants to their Tuatha step-siblings and Sidhe nephews.



* MagicMusic: All of the "true Elves" in Tir na n'Og and Eriu use Spellsongs for their magic, which makes their spells longer to cast but far less tiring. The Fir Bolg do not use Spellsongs, practicing the Druidism of their Nemedian ancestors instead.



* FantasyCounterpartCulture: Inspired by Slavic mythology and the history of UsefulNotes/KievanRus. Early age is more like Rus/Latvian mix.
* SadlyMythtaken: For some reason Early Age is based on Latvian mythology instead of Eastern Slavic. This lead to some really strange things, like very distinct Latvian "Perkunu" among supposedly Rusian nation, or outright mistakes. For example, Chud (basically Slavic dwarf/halfling mix - short people who live undeground, mine gold and very good at hiding) became tall long-lived magical superhumans. For additional weirdness, there is an explanation in the manual - devs heard the word "Chud", but could not find anything about it in Latvian mythology, and thus decided to reinvent it's meaning themselves. Why didn't they check Eastern Slavic mythology in the first palce? No explanation for that.
** Interestinlgy enough, Eastern Slavic mythology already have it's own tall, gracecul and heroic "elves" - Volots. They are not present in Latvian mythology through, which clearly have priority.
** Sun being female deity is very Baltic thing as well - in Eastern Slavic mythology sun is one of symbols of masculinity.

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* FactionCalculus: Bogarus is most definitely the Cannon, with a touch of Subversive in the form of its Stealthy flagellants. Rus is more of a Powerhouse, while Vanarus is more Balanced.
* FantasyCounterpartCulture: Inspired by Slavic mythology and the history of UsefulNotes/KievanRus. The Early age Age is more like Rus/Latvian of a Rus/Baltic mix.
* SadlyMythtaken: For some reason Early Age ** Rus in particular is based on Latvian mythology instead a bit of Eastern Slavic. This lead CultureChopSuey, with the Baltic parts getting more representation than the Slavic parts; Rus considers the Sun to some really strange things, like very distinct Latvian "Perkunu" among supposedly Rusian nation, or outright mistakes. For be feminine, for example, Chud (basically Slavic dwarf/halfling mix - short people who live undeground, mine gold and very good at hiding) became tall long-lived magical superhumans. For additional weirdness, there is an explanation in the manual - devs heard the word "Chud", but could not find anything about it in Latvian mythology, and thus decided to reinvent it's meaning themselves. Why didn't they check Eastern while Slavic mythology considered it to be masculine. In Slavic folklore, the "Chuds" (called Chudes in the first palce? No explanation for that.
** Interestinlgy enough, Eastern Slavic mythology already have it's own tall, gracecul
Early Ages) represent the Finnic and heroic "elves" - Volots. They are not present in Latvian mythology through, which clearly have priority.
** Sun being female deity is very
Baltic thing as well - in Eastern Slavic mythology sun peoples that the Slavs wiped from what is now northwestern Russia.
* LanguageOfMagic: Bogarus has wizards who practice this, though they are but
one of symbols many traditions that have set up in the cities.
* OpenSecret: BloodMagic, while still looked down upon in Bogarus, is ''quite'' common there. Blood Mages are the cheapest mages in the Empire, the most respected Mages in the Empire know a little, and one
of masculinity.the church factions is built around [[ThePenance the belief that it can be good]].



%%* OurWerewolvesAreDifferent: Middle and Late Ages.


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* MagicalIncantation: The Vanir's magic is invoked through Galdersongs, which may reference the Galdrar (incantations) of Old Norse culture.
%%* OurWerewolvesAreDifferent: Middle and Late Ages.
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T'ien Ch'i stuff (tell me if The Corrupter is used improperly)

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* TheCorrupter: [[AsianFoxSpirit Tamamo-no-Mae]] is mentioned as having thrown the Imperial Family of the Middle Ages into disarray, but she's back in Shinuyama in-game, and the larger Empire doesn't seem to be aware of her actions until [[EndOfAnAge much later]].


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* KingOnHisDeathbed: A story event chain in "Middle" T'ien Ch'i has the Emperor get terminally ill, with the possibility of mass unrest in the capital if your Nature mages can't treat him. [[GuideDangIt This can only happen if T'ien Ch'i has a swamp province, the cure will be found in that province if you still have it, and the event chain can happen multiple times.]]


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* TheMagicGoesAway: While much of T'ien Ch'i remains the same across all three ages, the nation loses a lot of magical summons (and a significant portion of regular magic) with each shift in era.
** The Heavenly Demons [[HereThereWereDragons disappear]] in the Middle Ages after the Bureaucracy "civilizes" the Empire, while the [[AsianFoxSpirit Huli Jing]] disappear in the Late Ages after a [[UndergroundMonkey kitsune]] from Shinuyama ruins the Imperial Family.
** The reorganization of T'ien Ch'i's faith in the Middle Ages sees Necromancy (Death magic) disappear, and has its symbolic Masters give up Fire magic and [[BroughtDownToBadass Flying]] to encourage Earth magic in the Celestial Empire, all for the sake of stability. The Empire's collapse in the Late Ages sees these Masters lose even more magic, and has Fire magic disappear altogether as the alchemists die off, though the "Barbarian" conquerors reintroduce Necromancy.
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Ind

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* {{Dogfaces}}: Ind can hire straight-up Cynocephalians from hills and mountains, including [[TheDreaded the vicious]] members of [[NamesToRunAwayFrom/BiblicalNames Gog and Magog]]. While Cynocephalians can be also be found and subjugated as neutral parties, Ind is the only faction that incorporates them, and they're extinct in the Age after Ind.
* MechanicallyUnusualClass: Ind is DifficultButAwesome at ''best'', owing to its bifurcated nature; the guys you recruit inside the capital and the guys you get in other provinces are almost completely different, with the former group being very difficult to use effectively and the latter group often costing more than it's worth. The nation's strong suit is in having cheap and plentiful [[BloodMagic Blood Mages]], with the best ones coming from the mountains, and plentiful Viceroys who can reduce Unrest to indirectly reduce their operating costs.
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Blade On A Stick has been disambiguated


* BladeOnAStick: Their most basic units use pikes, and most of their melee units use spears.
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Spelling correction and adding more info on R'lyeh


* ColonyDrop: The way they arrived in the world of ''Dominions''. Basically, R'lyeh was the name of an Aboleth city in the depths at first. Then, a distanst star on which lived tentacled creatures somehow got dislodged from heavens and smashed on top of the city. The survivors founded the Lovecraftian version of the R'lyehian Empire and started to rule over the Aboleths' slaves.
* {{Cthulhumanoid}}: The middle and late age inhabitants of R'lyeh are versions of DungeonAndDragon's Illithids, and, as such, have squids for heads and can fire powerful mind blasts to incapacitate their enemies.

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* ColonyDrop: The way they arrived in the world of ''Dominions''. Basically, R'lyeh was the name of an Aboleth city in the depths at first. Then, a distanst distant star on which lived tentacled creatures somehow got dislodged from heavens and smashed on top of the city. The survivors founded the Lovecraftian version of the R'lyehian Empire and started to rule over the Aboleths' slaves.
* {{Cthulhumanoid}}: The middle and late age inhabitants of R'lyeh are versions of DungeonAndDragon's TabletopGame/DungeonAndDragon's Illithids, and, as such, have squids for heads and can fire powerful mind blasts to incapacitate their enemies.



%%* LightEmUp

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%%* LightEmUpLightEmUp: The inhabitants of R'lyeh are primarily associated with Astral magic, which commonly channels starlight to deal damage and/or curse enemies.
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Adding more information about R'lyeh


* ColonyDrop: The way they arrived in the world of ''Dominions''. Basically, R'lyeh was the name of an Aboleth city in the depths. The tentacled creatures lived in a distant star which somehow got dislodged from heavens and smashed on top of the city. The survivors founded the Lovecraftian version of the R'lyehian Empire and started to rule over the Aboleths' slaves.
%%* {{Cthulhumanoid}}: Middle and Late Ages.

to:

* ColonyDrop: The way they arrived in the world of ''Dominions''. Basically, R'lyeh was the name of an Aboleth city in the depths. The depths at first. Then, a distanst star on which lived tentacled creatures lived in a distant star which somehow got dislodged from heavens and smashed on top of the city. The survivors founded the Lovecraftian version of the R'lyehian Empire and started to rule over the Aboleths' slaves.
%%* * {{Cthulhumanoid}}: Middle The middle and Late Ages.late age inhabitants of R'lyeh are versions of DungeonAndDragon's Illithids, and, as such, have squids for heads and can fire powerful mind blasts to incapacitate their enemies.



%%* LightIsNotGood

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%%* LightIsNotGood* LightIsNotGood: Associated, in all ages, with the light based Astral magic, but tend to use their Astral magic to enslave other species via mind control instead of for simple divination and magic boosting.
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Adding more information about Pangaea


%%* GaiasVengeance: Especially Late Age.
%%* GreenThumb

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%%* GaiasVengeance: Especially The main theme of Pangaea is essentially the wilds, being composed of [[BeastMan beast men]] and dryads, and having easy access to nature spells, including a unique tree summon and the ability to use magic to build higher tier forts in forests. %%Especially Late Age.
%%* GreenThumb* GreenThumb: Pangaea is especially associated with nature magic, having nature magic as high as 4, and having many additional nature spells including the ability to summon hamadryads and Bramble Forts.



%%* OurCentaursAreDifferent

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%%* OurCentaursAreDifferent* OurCentaursAreDifferent: In Pangaea, centaurs act as both their elite shock cavalry and their archer core, while some of them also act as mages in the early and middle ages.



%%* VirginSacrifice

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%%* VirginSacrifice* VirginSacrifice: Pangaea are one of the nations that can perform blood sacrifices to spread dominion, in addition to using virgins for basic blood magic.

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