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* EvilColonialist: The theme of Late Age Marignon, with its sailing commanders, technological advancement, and ability to spread devastating plagues in enemy territory with plague doctors.

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* AscendedExtra: The Wolf Clan and the Bear Clan are sourced from the independent Wolf Tribes and Bear Tribes, much like how Early Machaka's Lion Clan is sourced from the independent Lion Tribes. Many of the troop types are similar to those in Early Ulm, too.


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* AscendedExtra: The Wolf Clan and the Bear Clan are sourced from the independent Wolf Tribes and Bear Tribes, much like how Early Machaka's Lion Clan is sourced from the independent Lion Tribes. Many of the troop types are similar to those in Early Ulm, too.

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nidavangr examples


The Nidings are a hardy nation of humans who war with the Vanir and have carved out a kingdom of moors and cold mountains in this conflict. Led in battle by jarls and led by their shapshifting priests, the Seithberenders, the people of Nidavangr devote themselves to their three sacred animals and live for conflict. They were introduced in Dominions 6.

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The Nidings are a hardy nation of humans who war with the Vanir and have carved out a kingdom of moors and cold mountains in this conflict. Led in battle by jarls and led by their shapshifting shapeshifting priests, the Seithberenders, the people of Nidavangr devote themselves to their three sacred animals and live for conflict. They were introduced in Dominions 6.



* AscendedExtra: The Wolf Clan and the Bear Clan are sourced from the independent Wolf Tribes and Bear Tribes, much like how Early Machaka's Lion Clan is sourced from the independent Lion Tribes. Many of the troop types are similar to those in Early Ulm, too.



* OurWerewolvesAreDifferent: The Seithberenders are mages who can shapshift into their totemic animal - bear, crow, or wolf.

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* MagicAIsMagicA: Most of Nidavangr's "Seith" is not actually Seith as the Jotunar or Vanir know it; the Wolf Clan's Water magic (probably obtained from the Skrattir) is "the ancestral magic of the Rimtursar", the Bear Clan's Earth magic is either from their pre-history as the Bear Tribe or the Galdersongs of the Vanir, and the Crow Clan's Air magic is more Vanir Galdersongs that the Nidings' god taught them. It all works, though, regardless of the misnomer.
* MeaningfulName: Nidavangr is roughly Old Norse for either "new field" or "dark field", while Niding translates to "honorless" in English.
* OurWerewolvesAreDifferent: The Seithberenders are mages who can shapshift shapeshift into their totemic animal - bear, crow, or wolf.


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* SoulPower: Nidavangr's sacred troops are scarred with the souls of all of their friends, who commit suicide for them during their baptism. This gives the sacred troops "extra lives" within their god's Dominion; whenever they would die, as long as their body is still intact, one of their friends' souls [[TakingTheBullet dies instead]].

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* TheImp: Late Marignon has the exclusive right to summon Demon Jesters, whose purpose is to raise the morale of others in their squad; this is a net positive in demon-only squads, and merely negates the morale penalty of having mixed squads otherwise. As troops, the Demon Jesters are stronger and more resilient than humans, and capable of flight, but they're worse than most other demons and utterly ill-equipped for fighting; part of the amusement is in watching demons eagerly get into situations and mess up (for the humans), or in [[{{Schadenfreude}} watching them get roasted by friendly fire]] (for the other demons).



* TheImp: Late Marignon has the exclusive right to summon Demon Jesters, also known as Harlequins, whose purpose is to raise the morale of others in their squad; this is a net positive in demon-only squads, and merely negates the morale penalty of having mixed squads otherwise. As troops, the Demon Jesters are stronger than humans and capable of flight, but they're worse than most other demons and ill-equipped for fighting; part of the amusement is in watching demons eagerly get into situations and mess up (for the humans), or in [[{{Schadenfreude}} watching them get roasted by friendly fire]] (for the other demons).

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* CorruptChurch: Late Age. Their priests convert populations, but turn a blind eye to demonologists snatching virgins for sacrifice. Worse, girls are sacrificed publicly on Sunday so Marignon has clearly turned to ReligionOfEvil.

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* CorruptChurch: Late Age. Their priests convert populations, but turn a blind eye to demonologists snatching virgins for sacrifice. Worse, girls are sacrificed publicly on Sunday so Marignon has clearly turned to ReligionOfEvil."Devil's Day".


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* FanaticalFire: Marignon's ''character'' is this trope. [[BurnTheWitch Witch-burning]] is what the developers describe when they describe the nation in the manual; and when the witch hunts stop in the Late Ages ([[DealWithTheDevil for political reasons]]), those pyres are used on sacrifices instead, while the fires for heretics and heathens still burn just as brightly as (if not brighter than) before.


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* MasterOfIllusion: ''Dominions 6'' gives Late Marignon "Mirror Mages", artists of the new path of Glamour. These fellows are said to use "enchanted mirrors", like the [[CrossoverCameo Illusionists from]] ''[[{{VideoGame/ConquestOfElysium}} Conquest of Elysium]]'', and even have a ritual that lets them use mirrors in the same way most science fiction stories use [[PortalNetwork wormholes]].


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* TheImp: Late Marignon has the exclusive right to summon Demon Jesters, also known as Harlequins, whose purpose is to raise the morale of others in their squad; this is a net positive in demon-only squads, and merely negates the morale penalty of having mixed squads otherwise. As troops, the Demon Jesters are stronger than humans and capable of flight, but they're worse than most other demons and ill-equipped for fighting; part of the amusement is in watching demons eagerly get into situations and mess up (for the humans), or in [[{{Schadenfreude}} watching them get roasted by friendly fire]] (for the other demons).

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marverni and muspelheim


* FantasyCounterpartCulture: They're essentially magical Gauls ruled by their druids.

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* {{Druid}}: Marverni, being the nation of classical Druids, has examples of both the "nature-loving hermit" type and the "stately astronomer" type discussed by [[{{UsefulNotes/JuliusCaesar}} Caesar]]. Due to how the random paths on mages play out, most members of the former type are actually of another priestly group, the "Gutuaters"; lore-wise, Druids and Gutuaters practice largely-different disciplines, but sometimes switch professions.
* FantasyCounterpartCulture: They're essentially magical Gauls ruled by their druids. While some of the finer lore lines up with Gallic and Roman history, a huge difference is that Early-Age Dominions doesn't have humans in its analogue for Britain, which was considered the center of druidic study by Caesar.


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* MeteorSummoningAttack: Marverni is well-suited for dropping "[[CuteAsABouncingBetty Gifts from Heaven]]" on foes, as its Elder Druids often have enough Earth and Astral Magic to cast the eponymous spell without issue, as well as the battlefield-peppering "Meteor Shower" with only four Communion supporters. As of ''Dominions 6'', some can even cast "Stellar Strike" to pepper a distant province with 40 meteors; these casters will typically require support in the form of path-boosting items, however, which the Druids must first procure.


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* FireIceDuo: Deconstructed. The "ice" elements of the nation, the Jotunar, are subservient to the "fire" elements, and are explicitly forbidden from using any Water (Ice) magic. This is for no other reason than Muspelheim being right next to Niefelheim, [[ElementalRivalry and the Muspel and Niefel giants not liking each other]]. Likewise, the Jotunar are only in provinces Muspelheim has conquered, while the only "Muspelsons" outside Muspelheim Proper are "Muspeldottirs" appointed as viceroys and envoys.


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* OutOfFocus: We don't have a name for the species of the Muspel Giants' primordial ancestors, since Dominions 6 does not have any spells meant to invoke or awaken them. One of them is implied to be [[https://en.wikipedia.org/wiki/Surtr Surtr]], however, who is said to sweep through the chief god of the Vanir and set the world ablaze during Ragnarok. Fire nations can already create a Second Sun to heat the world up, to a somewhat-similar effect.
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* AscendedExtra: Feminie and Piconye first appeared in Dominions 5 as sources for some of Ind's units, while Cynocephalians made up a significant number of troops. Come Dominions 6 Feminie and Piconye became full nations in the Late Age, and the Cynocephalians also received their own nation (albeit Andramania is a different concept to the tribes of Gog and Magog).


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* JeanneDArchetype: Angelique d'Armant is a hero who can appear for both Middle Age and Late Age Marignon. Initially she was a rebel against the Marignon Inquisition, but after her followers [[IAmAHumanitarian revealed themselves to be cannibals]] she recanted and now serves the Inquisition as one of their best enforcers.

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[[folder:Muspleheim]]

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[[folder:Muspleheim]][[folder:Muspelheim]]



* Mordor: Muspelheim gives this vibe, being a realm of shadows, ash, and volcanoes.

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* Mordor: {{Mordor}}: Muspelheim gives this vibe, being a realm of shadows, ash, and volcanoes.volcanoes, although given that it is also cold, [[Literature/TheSilmarillion Angband]] might be the better comparison.



A nation introduced in Dominions 6, Pyrène takes heavy inspiration from Basque mythology. In the Early Age it is a nation of cave-dwelling humans called the Bekrydes who were taught metal-working by Giants. By the Middle Age it has become a prosperous feudal nation, but a disastrous war with Abysia saw the extinction of the Jenitlak and Basajaunak and the nation embraces blood magic under the tutelage of the Black Goats.

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A nation introduced in Dominions 6, Pyrène takes heavy inspiration from Basque mythology. In the Early Age it is a nation of cave-dwelling humans called the Bekrydes who were taught metal-working by Giants. By the Middle Age it has become a prosperous feudal nation, but a disastrous war with Abysia saw the extinction of the Jenitlak and Basajaunak and the nation embraces blood magic under the tutelage of the Akerbeltz, the Black Goats.



* BloodMagic: Under the tutelage of the Black Goats, this becomes Pyrène's hat. Both the Akerbeltz and the Middle Age version of the Sorgina are potent blood mages and the Pyrènian bishop has some skill in the path.

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* BloodMagic: Under the tutelage of the Black Goats, this becomes Pyrène's hat. Both the Akerbeltz and the Middle Age version of the Sorgina Sorginak are potent blood mages and the Pyrènian bishop has some skill in the path.



* GameplayAndStorySegregation: The Mother of Storms, the patron of the Sorgina witches, can be selected as a thematic pretender by Pyrène - in both eras, even though part of Middle Age Pyrène's backstory is the Sorginak abandoning her for the blood magic of the Akerbeltz.



* OurGiantsAreBigger: In the Early Age, Pyrène has access to the Mairu (brutish rock throwers and club wielders), Basajaunak (nature-themed druids), and Jentilak (skilled metalworkers), as well as the Tartalo cyclopes.

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* OurGiantsAreBigger: In the Early Age, Pyrène has access to the Mairu Mairuak (brutish rock throwers and club wielders), Basajaunak (nature-themed druids), and Jentilak (skilled metalworkers), as well as the Tartalo cyclopes.

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* CorruptChurch: Not initially, but implied by the mechanics. By all accounts, the priest-kings of Ind are utterly sincere in wanting to civilize the cannibal tribes that live within their borders and end their inhumane and barbaric practices. However, because those same tribes provide easy access to blood magic, Ind's Pretender God -- i.e. ''[[VideoGameCrueltyPotential you, the player]]'' -- can exploit their beliefs to conquer new lands to exploit for horrific human-sacrifice-fueled rites.



* {{Halflings}}: The people of Piconye resemble the hoburgs in stature and temperament but are described as "ugly" and have horns on their heads. As they were disunited tribes before being conquered by Ind, they adopted Ind's culture as their own and after Ind's fall built up a successor kingdom complete with its own Prester King.

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* {{Halflings}}: {{Hobbits}}: The people of Piconye resemble the hoburgs in stature and temperament but are described as "ugly" and have horns on their heads. As they were disunited tribes before being conquered by Ind, they adopted Ind's culture as their own and after Ind's fall built up a successor kingdom complete with its own Prester King.

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[[folder:Ind]]
'''Ind - Magnificent Kingdom of Exalted Virtue''' (Middle Age)

One of two Middle Age nations introduced in Dominions 5's two-year anniversary patch. Ind is a fabled kingdom of marvelous riches hidden beyond heathen lands. In Ind every soldier is a priest, every priest is a bishop and every noble is a King.

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[[folder:Ind]]
[[folder:Ind/Feminie/Piconye/Andramania]]
'''Ind - Magnificent Kingdom of Exalted Virtue''' (Middle Age)\\
'''Feminie - Sage Queens / Piconye - Legacy of the Prester King / Andramania - Dog Republic''' (Late
Age)

One of two Middle Age nations introduced in Dominions 5's two-year anniversary patch. Ind is a fabled kingdom of marvelous riches hidden beyond heathen lands. In Ind every soldier is a priest, every priest is a bishop and every noble is a King. While Ind faded away by the Late Age, Dominions 6 reveals that it left behind three successor kingdoms. Feminie was a vassal nation of Sauromatian exiles that broke away when the Khans of T'ien Ch'i killed the Prester King and salvaged what they could of Ind's knowledge. Piconye, a nation of little horned people, preserved Ind's culture. The Cynocephalians, having long since abandoned their barbarian roots, forged the Republic of Andramania, where they look down on humans as uncivilized brutes.



* {{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.

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* AmazonBrigade: As befitting a nation descended from Sauromatia, Feminie's troops are this. In fact, ''all'' of Feminie's recruitables are female, when even Sauromatia, the ''actual'' Amazon nation, had the male Androphagoi.
* {{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 them in the Middle Age. In the Late Age the Cynocephalians of Ind, now referring to themselves as the Calystrii, forge their own nation in the wake of Ind's fall, Andramania.
* {{Halflings}}: The people of Piconye resemble the hoburgs in stature and temperament but are described as "ugly" and have horns on their heads. As they were disunited tribes before being conquered by Ind, they adopted Ind's culture as their own and
after Ind.Ind's fall built up a successor kingdom complete with its own Prester King.
* LadyLand: Feminie, as to be expected from its name and the fact that its founders were Amazons, although Feminie is a feudal nation of knights and monasteries more similar to Man and Marignon than to their Sauromatian ancestors.



* ShoutOut: The nation of Ind is heavily based on the tale of [[https://en.wikipedia.org/wiki/Prester_John Prester John]], a legendary Christian patriarch.

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** Fortunately, Ind never got to use this ritual before the Khans destroyed it. Unfortunately, Feminie was able to preserve this knowledge and has access to the ritual in the Late Age.
* ShoutOut: The nation of Ind is and its successors are heavily based on the tale of [[https://en.wikipedia.org/wiki/Prester_John Prester John]], a legendary Christian patriarch.patriarch, along with other esoteric ideas Europeans had about the lands between China and Persia - Feminie is based on medieval interpretations of the Amazons and similar legends like the land of Queen Orontea from ''Orlando Furioso'', Piconye is a direct successor to Ind and continues the Prester John motif, and Andramania continues the Cynocephalian motif.



'''Muspelheim- Sons of Fire''' (Early Age)

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'''Muspelheim- '''Muspelheim - Sons of Fire''' (Early Age)


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* GreatOffscreenWar: There was a horrific conflict between Abysia and Pyrène between the Early and Middle Ages, with Pyrène winning at great physical and spiritual cost. This doubles as a partial ShoutOut to the Song of Roland.
* PyrrhicVictory: Their victory over Abysia only came at the cost of their Jentilak and Basajaunak mentors, leading Pyrène and the Sorginak to embrace the same BloodMagic that Abysia favors, which implicitly results in Pyrène's destruction at the hands of Marignon.

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* OurGiantsAreBigger: In addition to the previously established Jotun, Muspelheim introduces the eponymous Muspel, fire giants descended from primordial giants of a past age, with the muspel ruling over the jotun.

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* OurGiantsAreBigger: In addition to the previously established Jotun, Muspelheim introduces the eponymous Muspel, fire giants descended from primordial giants of a past age, with the muspel ruling over the jotun. Because of this divide, Muspelheim paradoxically favors both Heat and Cold scales.



[[folder:Oceania]]
'''Oceania - Coming of the Capricorns''' (Early Age)\\
'''Oceania - Mermidons'' (Middle Age)

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[[folder:Oceania]]
'''Oceania
[[folder:Nidavangr]]
'''Nidavangr
- Coming of the Capricorns''' (Early Age)\\
'''Oceania - Mermidons''
Bear, Wolf, and Crow''' (Middle Age)
The Nidings are a hardy nation of humans who war with the Vanir and have carved out a kingdom of moors and cold mountains in this conflict. Led in battle by jarls and led by their shapshifting priests, the Seithberenders, the people of Nidavangr devote themselves to their three sacred animals and live for conflict. They were introduced in Dominions 6.



* AmazonBrigade: The Nidylva, warrior women who dual wield short swords.
* AnimalMotifs: The Bear Clan produces strong warriors wielding two-handed axes and focuses on Earth and Nature magic, the Crow Clan produces archers and scouts and are the most magically inclined with Air, Death, Astral, and a chance of Blood, and the Wolf Clan produces reavers who wield sword and shield and focuses on Water and Nature magic.
* BloodKnight: They believe dying of old age in a bed is shameful and throw themselves into any fight.
* OurWerewolvesAreDifferent: The Seithberenders are mages who can shapshift into their totemic animal - bear, crow, or wolf.
* ScrewYouElves: Their warfare is focused primarily around killing Vanir. They've even focused their magic in a way to counteract the Vanirs' {{Glamour}}.
[[/folder]]


[[folder:Oceania]]
'''Oceania - Coming of the Capricorns''' (Early Age)\\
'''Oceania - Mermidons'' (Middle Age)

----



Ubar is a nation of Jinnun who lord over their human slaves. In the anciet past the most powerful Jinnun rebelled against the Pantokrator and were imprisoned, leaving a handful of Jinnun to lord over the humans and await their masters' return. During the transition between the Early Age and Middle Age the humans overthrew the Jinnun and founded their own nation, Na'Ba. Na'Ba is a hidden kingdom from which traders with silver tongues travel far and wide with luxurious wares imbued with ancient magic. The rulers are descendants of a race of mighty Jinn.

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Ubar is a nation of Jinnun who lord over their human slaves. In the anciet past the most powerful Jinnun rebelled against the Pantokrator and were imprisoned, leaving a handful of Jinnun to lord over the humans and await their masters' return. During the transition between the Early Age and Middle Age the humans overthrew the Jinnun and founded their own nation, faded away, until the handful that were left intermingled with the Avvim to produce a new ruling class - the Jiniri queens of Na'Ba. Now Na'Ba is a hidden kingdom from which traders with silver tongues travel far and wide with luxurious wares imbued with ancient magic. The rulers are descendants of a race of mighty Jinn.magic.



** For Na'Ba, their recruitable elites are humans with genie blood called Jann. Generic versions of the Ubar genies can also be summoned as commanders by Na'Ba's spellcasters, although the Houris now have Nature, Air, Fire, and Glamour magic. Na'ba doesn't have access to the generic Ifrit troop but can summon Ghuls and Jinnun (although as Na'ba has no native access to Blood, summoning Ghuls and Shayatin is much more difficult for them than Ubar).

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** For Na'Ba, their recruitable elites are humans giants with genie blood called Jann. Jiniri (singular Jann) led by their queens, the Fire-focused Malikahs. Generic versions of the Ubar genies can also be summoned as commanders by Na'Ba's Nabaean spellcasters, although the Houris now have Nature, Air, Fire, and Glamour magic. Na'ba doesn't have access to the generic Ifrit troop but can summon Ghuls and Jinnun (although as Na'ba has no native access to Blood, summoning Ghuls and Shayatin is much more difficult for them than Ubar).

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[[folder:Nazca]]
'''Nazca - Kingdom of the Sun''' (Middle Age)

Formerly a Caelum colony, the fall of the Eagle Kings before the Middle Age resulted in the colony splitting off. The Raptor Clan's necromancy wasn't banned, and they took to mummifying the dead rulers and priests to retain their wisdom, and now the mummies are the true rulers of society.

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[[folder:Nazca]]
'''Nazca - Kingdom
[[folder:Muspleheim]]
'''Muspelheim- Sons
of the Sun''' (Middle Fire''' (Early Age)

Formerly a Caelum colony, Muspelheim is the fall kingdom of fire giants, the Eagle Kings before the Middle Age resulted in the colony splitting off. The Raptor Clan's necromancy wasn't banned, and they took to mummifying the dead rulers and priests to retain muspel, who rule over their wisdom, jotun brethren in a dim land of fire and now the mummies are the true rulers of society.ash. It was introduced in Dominions 6.



* BattleCouple: The Royal Mallqui, the mummified remains of an [[PowerOfTheSun Inca]] (king) and [[{{Lunacy}} Coya]] (queen) bundled together and carried aloft in the same litter. In death, their combined experience and power is retained.
* FantasyCounterpartCulture: The Inca with WingedHumanoid people and a heavy focus on mummies. Hints of Persia, inherited from Caelum, can still be found.
* {{Mummy}}: Incan ones, and what happens to their dead commanders.
* TheNecrocracy: It wasn't really intentional -- Nazca kept mummifying its rulers and priests for them to serve as advisers, but as more and more mummies were made, more and more resources had to go to them...
* TheRedMage: Nazca's mages are quite flexible, and some of them can even kick ass physically. With that being said, their "mastery" of any one path is quite lacking, only rarely touching level 3.
* WhatHappenedToTheMouse: Like Oceania, Na'Ba, and Phaeacia, Nazca disappears without a trace in the transition from the Middle to the Late Ages. It is implied that Nazcan society is set to collapse shortly after (or during) the Middle Ages, and the Raptors are said to have regrouped in the Late Ages to take Caelum, but not even a hint of Nazcan culture survives after it's no longer playable.

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* BattleCouple: The Royal Mallqui, the mummified remains of an [[PowerOfTheSun Inca]] (king) and [[{{Lunacy}} Coya]] (queen) bundled together and carried aloft in the same litter. In death, their combined experience and power is retained.
* FantasyCounterpartCulture: The Inca with WingedHumanoid people and a heavy focus on mummies. Hints of Persia, inherited from Caelum, can still be found.
* {{Mummy}}: Incan ones, and what happens to their dead commanders.
* TheNecrocracy: It wasn't really intentional -- Nazca kept mummifying its rulers and priests for them to serve as advisers, but as more and more mummies were made, more and more resources had to go to them...
* TheRedMage: Nazca's mages are quite flexible, and some of them can even kick ass physically. With that
Mordor: Muspelheim gives this vibe, being said, their "mastery" a realm of any one path is quite lacking, only rarely touching level 3.
* WhatHappenedToTheMouse: Like Oceania, Na'Ba,
shadows, ash, and Phaeacia, Nazca disappears without a trace in the transition from the Middle volcanoes.
* OurGiantsAreBigger: In addition
to the Late Ages. It is implied that Nazcan society is set to collapse shortly after (or during) previously established Jotun, Muspelheim introduces the Middle Ages, and eponymous Muspel, fire giants descended from primordial giants of a past age, with the Raptors are said to have regrouped in muspel ruling over the Late Ages to take Caelum, but not even a hint of Nazcan culture survives after it's no longer playable.jotun.



[[folder:Niefelheim/Jotunheim/Utgård/Vaettiheim]]
'''Niefelheim - Sons of Winter''' (Early Age)\\
'''Jotunheim - Iron Woods''' (Middle Age)\\
'''Utgård - Well of Urd / Vaettiheim - Wolf Kin Jarldom''' (Late Age)
Jotunheim has been in the game since the very first Dominions, with Niefelheim and Utgard being variations to it added in Dominions 2 or 3. All three factions were later reworked with a patch to Dominions 5, which also added Vaettiheim.

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[[folder:Niefelheim/Jotunheim/Utgård/Vaettiheim]]
'''Niefelheim
[[folder:Nazca]]
'''Nazca
- Sons Kingdom of Winter''' (Early Age)\\
'''Jotunheim - Iron Woods'''
the Sun''' (Middle Age)\\
'''Utgård - Well
Age)

Formerly a Caelum colony, the fall
of Urd / Vaettiheim - Wolf Kin Jarldom''' (Late Age)
Jotunheim has been
the Eagle Kings before the Middle Age resulted in the game since colony splitting off. The Raptor Clan's necromancy wasn't banned, and they took to mummifying the very first Dominions, with Niefelheim dead rulers and Utgard being variations priests to it added in Dominions 2 or 3. All three factions were later reworked with a patch to Dominions 5, which also added Vaettiheim.retain their wisdom, and now the mummies are the true rulers of society.



* OurGiantsAreBigger: The primary unit type fielded by these factions, these giants are strong, armored (sometimes heavily), and large (being size 4 units). However, in trade off, they are incredibly weak to lightning attacks.
* AnIcePerson: Jotunheim and especially Niefelheim are primarily associated with ice magic, with their top tier mages and warriors emitting a cold chill around them, often having ice armor as an ability, and having ample access to water magic, which includes all of the ice spells.

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* OurGiantsAreBigger: BattleCouple: The primary unit type fielded by these factions, these giants are strong, armored (sometimes heavily), Royal Mallqui, the mummified remains of an [[PowerOfTheSun Inca]] (king) and large (being size 4 units). However, in trade off, they are incredibly weak to lightning attacks.
* AnIcePerson: Jotunheim
[[{{Lunacy}} Coya]] (queen) bundled together and especially Niefelheim are primarily associated with ice magic, with carried aloft in the same litter. In death, their top tier combined experience and power is retained.
* FantasyCounterpartCulture: The Inca with WingedHumanoid people and a heavy focus on mummies. Hints of Persia, inherited from Caelum, can still be found.
* {{Mummy}}: Incan ones, and what happens to their dead commanders.
* TheNecrocracy: It wasn't really intentional -- Nazca kept mummifying its rulers and priests for them to serve as advisers, but as more and more mummies were made, more and more resources had to go to them...
* TheRedMage: Nazca's
mages are quite flexible, and warriors emitting a cold chill around them, often having ice armor as an ability, some of them can even kick ass physically. With that being said, their "mastery" of any one path is quite lacking, only rarely touching level 3.
* WhatHappenedToTheMouse: Like Oceania, Na'Ba,
and having ample access to water magic, which includes all of Phaeacia, Nazca disappears without a trace in the ice spells. transition from the Middle to the Late Ages. It is implied that Nazcan society is set to collapse shortly after (or during) the Middle Ages, and the Raptors are said to have regrouped in the Late Ages to take Caelum, but not even a hint of Nazcan culture survives after it's no longer playable.



[[folder:Pyrène]]
'''Pyrène - Kingdom of the Bekrydes''' (Early Age)\\
A nation introduced in Dominions 6, Pyrène takes heavy inspiration from Basque mythology. In the Early Age it is a nation of cave-dwelling humans called the Bekrydes who were taught metal-working by Giants.

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[[folder:Pyrène]]
'''Pyrène
[[folder:Niefelheim/Jotunheim/Utgård/Vaettiheim]]
'''Niefelheim
- Kingdom Sons of the Bekrydes''' Winter''' (Early Age)\\
A nation introduced '''Jotunheim - Iron Woods''' (Middle Age)\\
'''Utgård - Well of Urd / Vaettiheim - Wolf Kin Jarldom''' (Late Age)
Jotunheim has been in the game since the very first Dominions, with Niefelheim and Utgard being variations to it added
in Dominions 6, Pyrène takes heavy inspiration from Basque mythology. In the Early Age it is a nation of cave-dwelling humans called the Bekrydes who 2 or 3. All three factions were taught metal-working by Giants.later reworked with a patch to Dominions 5, which also added Vaettiheim.



* {{Cyclops}}: The Tartalo are dim-witted sheep-herding cyclopes.
* DishingOut Dirt: All of their spellcasters have at least some skill in Earth.
* OurGiantsAreBigger: In the Early Age, Pyrène has access to the Mairu, Basajaunak, and Jentilak, as well as the Tartalo cyclopes.
* ShockAndAwe: The Sorginak serve a primordial storm god and specialize in Air magic.

to:

* {{Cyclops}}: The Tartalo are dim-witted sheep-herding cyclopes.
* DishingOut Dirt: All of their spellcasters have at least some skill in Earth.
* OurGiantsAreBigger: In the Early Age, Pyrène has The primary unit type fielded by these factions, these giants are strong, armored (sometimes heavily), and large (being size 4 units). However, in trade off, they are incredibly weak to lightning attacks.
* AnIcePerson: Jotunheim and especially Niefelheim are primarily associated with ice magic, with their top tier mages and warriors emitting a cold chill around them, often having ice armor as an ability, and having ample
access to water magic, which includes all of the Mairu, Basajaunak, and Jentilak, as well as the Tartalo cyclopes.
* ShockAndAwe: The Sorginak serve a primordial storm god and specialize in Air magic.
ice spells.



[[folder:Pythium]]
'''Pythium, Emerald Empire''' (Middle Age)\\
'''Pythium, Serpent Cult''' (Late Age)

After the conquest of Sauromatia by Ermor, the region was integrated into the Empire and heavily influenced by imperial culture. However, they continued to maintain their own distinctive institutions, namely hydra-taming and the communion of the Theurgs, an order of astral mage-priests. Forewarned of the coming cataclysm, the Theurgs led the Pythians to break away from the Empire of Ermor just in time to witness its utter ruin. Backed by the military might of the old legionary tradition (augmented with distinctive Hydras and Serpent Cataphracts) and the faith and astral magic of the Theurgs, the Emerald Empire of Pythium struggled to restore a semblance of order and unity to the fractured provinces of Ermor's old empire, or at least those within its reach.

As it expanded, however, the character of the Emerald Empire changed. With the collapse of Ermor and its all-encompassing Imperial Cult, a number of mystery cults flourished as the inhabitants struggled to find some sort of anchor in the surrounding chaos. One cult in particular, the Serpent Cult, grew in prominence as C'tissian Sauromancers, invited by the Emperors of Pythium, found great success in beating back the undead hordes of Ermor's Ashen Empire. In time, the Serpent Cult has come to displace the Theurgs almost entirely as the state religion, using the Serpent Cataphracts and their own order of assassins to maintain their dominance and suppress rival mystery cults (though the Theurgs are still tolerated out of respect for Pythium's old traditions). Additionally, the need for permanent garrisons to secure the empire's overstretched frontiers has split the old legionary military into two separate institutions -- the locally recruited, trained, and equipped Limitanei responsible for holding and maintaining the border forts, and the professional, elite Comitatenses who are trained to swiftly march from frontier to frontier to deal with serious invasions or to conquer new territories.

to:

[[folder:Pythium]]
'''Pythium, Emerald Empire'''
[[folder:Pyrène]]
'''Pyrène - Kingdom of the Bekrydes''' (Early Age)\\
'''Pyrène - Time of the Akelarre'''
(Middle Age)\\
'''Pythium, Serpent Cult''' (Late
Age)

After A nation introduced in Dominions 6, Pyrène takes heavy inspiration from Basque mythology. In the conquest Early Age it is a nation of Sauromatia by Ermor, cave-dwelling humans called the region was integrated into Bekrydes who were taught metal-working by Giants. By the Empire Middle Age it has become a prosperous feudal nation, but a disastrous war with Abysia saw the extinction of the Jenitlak and heavily influenced by imperial culture. However, they continued to maintain their own distinctive institutions, namely hydra-taming Basajaunak and the communion nation embraces blood magic under the tutelage of the Theurgs, an order of astral mage-priests. Forewarned of the coming cataclysm, the Theurgs led the Pythians to break away from the Empire of Ermor just in time to witness its utter ruin. Backed by the military might of the old legionary tradition (augmented with distinctive Hydras and Serpent Cataphracts) and the faith and astral magic of the Theurgs, the Emerald Empire of Pythium struggled to restore a semblance of order and unity to the fractured provinces of Ermor's old empire, or at least those within its reach.

As it expanded, however, the character of the Emerald Empire changed. With the collapse of Ermor and its all-encompassing Imperial Cult, a number of mystery cults flourished as the inhabitants struggled to find some sort of anchor in the surrounding chaos. One cult in particular, the Serpent Cult, grew in prominence as C'tissian Sauromancers, invited by the Emperors of Pythium, found great success in beating back the undead hordes of Ermor's Ashen Empire. In time, the Serpent Cult has come to displace the Theurgs almost entirely as the state religion, using the Serpent Cataphracts and their own order of assassins to maintain their dominance and suppress rival mystery cults (though the Theurgs are still tolerated out of respect for Pythium's old traditions). Additionally, the need for permanent garrisons to secure the empire's overstretched frontiers has split the old legionary military into two separate institutions -- the locally recruited, trained, and equipped Limitanei responsible for holding and maintaining the border forts, and the professional, elite Comitatenses who are trained to swiftly march from frontier to frontier to deal with serious invasions or to conquer new territories.
Black Goats.



* CrystalDragonJesus: The Theurgs of the Middle Age. By the time of the Late Age, they've been pushed to the side by the Serpent Cult, as well as several minor cults suck as the Cult of The Solar Bull, a Crystal Dragon ''Mithras'', and the Cult of the Great Mother, Crystal Dragon Cybele.
* FantasyCounterpartCulture: UsefulNotes/ByzantineEmpire. The Late Age adds elements of pre-Christian Rome.
* LightEmUp: Pythium makes extensive use of Astral magic.
* OldMagic: In the Late Ages, the official magic of the Empire becomes that of Early-and-Middle-Age C'tis, with an incidental focus on Middle-Age C'tis's "Marsh" magic. This sidelines the Theurgy's "Sphere" magic, as the Theurgs lose funding and become lowly teachers. As a result, Late Pythium's Astral and Air mages are lesser than those from before; the Empire's Water Magic is largely unchanged by the focus-shift from the sky to swamps, while its solar Fire Magic ironically gets ''more'' popular [[TheDarkArts thanks to a heretical cult]] in the army.
* OurHydrasAreDifferent: A recruitable capitol-only unit, capable of [[GoodThingYouCanHeal re-growing its heads]] but not dividing them. In the Late Age, they have sacred status. Late Age Pythium can also summon the Daughter of Typhon, a unique hydra.
* WeatherManipulation: Pythium's non-Astral magic consists of Air, Water, and Fire, representing the "Spheres" between the Theurgs and the Stellar Sphere (Air being the atmosphere, Water being [[SpaceIsAnOcean the cosmic sea]] referenced in the Bible, and Fire being the Sun). Likewise, some Arch Theurgs can call down lightning, some can make it rain, and some can cause solar eclipses.

to:

* CrystalDragonJesus: The Theurgs BeastMan: Middle Age Pyrène can recruit the Akerbeltz as a commander, a creature that resembles an anthropomorphic black-furred goat the size of a giant.
* BloodMagic: Under the tutelage of the Black Goats, this becomes Pyrène's hat. Both the Akerbeltz and
the Middle Age. By the time Age version of the Late Sorgina are potent blood mages and the Pyrènian bishop has some skill in the path.
* {{Cyclops}}: The Tartalo are dim-witted sheep-herding cyclopes.
* DishingOutDirt: All of their Early Age spellcasters have at least some skill in Earth.
* OurGiantsAreBigger: In the Early
Age, they've been pushed Pyrène has access to the side by the Serpent Cult, Mairu (brutish rock throwers and club wielders), Basajaunak (nature-themed druids), and Jentilak (skilled metalworkers), as well as several minor cults suck as the Cult of Tartalo cyclopes.
* ShockAndAwe:
The Solar Bull, a Crystal Dragon ''Mithras'', and the Cult Sorginak of the Great Mother, Crystal Dragon Cybele.
* FantasyCounterpartCulture: UsefulNotes/ByzantineEmpire. The Late
Early Age adds elements of pre-Christian Rome.
* LightEmUp: Pythium makes extensive use of Astral magic.
* OldMagic: In the Late Ages, the official magic of the Empire becomes that of Early-and-Middle-Age C'tis, with an incidental focus on Middle-Age C'tis's "Marsh"
are witches who serve a primordial storm god and specialize in Air magic. This sidelines Even after the Theurgy's "Sphere" magic, as the Theurgs lose funding and become lowly teachers. As a result, Late Pythium's Astral and Air mages are lesser than those from before; the Empire's Water Magic is largely unchanged by the focus-shift from the sky Black Goats corrupt them to swamps, while its solar Fire Magic ironically gets ''more'' popular [[TheDarkArts thanks to a heretical cult]] BloodMagic in the army.
* OurHydrasAreDifferent: A recruitable capitol-only unit, capable of [[GoodThingYouCanHeal re-growing its heads]] but not dividing them. In the Late
Middle Age, they have sacred status. Late Age Pythium can also summon the Daughter of Typhon, a unique hydra.
* WeatherManipulation: Pythium's non-Astral magic consists of Air, Water, and Fire, representing the "Spheres" between the Theurgs and the Stellar Sphere (Air being the atmosphere, Water being [[SpaceIsAnOcean the cosmic sea]] referenced in the Bible, and Fire being the Sun). Likewise, some Arch Theurgs can call down lightning, some can make it rain, and some can cause solar eclipses.
retain their Air specialty.



[[folder:Ragha]]
'''Ragha - Dual Kingdom''' (Late Age)

A mixed nation descended from the Abysian colony of Tur and Caelumite refugees. Tur was once a prosperous colony founded after the Abysian campaign against Ashdod, but was cut off by an Aroscephale campaign. Tur developed as an independent kingdom until suffering a devastating invasion by Caelum. Tur was almost destroyed until Caelum suffered a civil war and Caelum Airyas fled to Tur negotiating a peace and asking for refuge. The peace was sealed by the Gryphon riders of Tur fighting off the Herab Seraphs pursuing the Airyas, and Ragha has become a bifurcated society, the Airyas and Turans each with their own soldiers, mages, and priests, with Turans active in summer and the Airyas active in winter.

to:

[[folder:Ragha]]
'''Ragha - Dual Kingdom'''
[[folder:Pythium]]
'''Pythium, Emerald Empire''' (Middle Age)\\
'''Pythium, Serpent Cult'''
(Late Age)

A mixed nation descended from
Age)

After
the Abysian colony conquest of Tur Sauromatia by Ermor, the region was integrated into the Empire and Caelumite refugees. Tur was once a prosperous colony founded after the Abysian campaign against Ashdod, but was cut off heavily influenced by an Aroscephale campaign. Tur developed as an independent kingdom until suffering a devastating invasion by Caelum. Tur was almost destroyed until Caelum suffered a civil war and Caelum Airyas fled imperial culture. However, they continued to Tur negotiating a peace and asking for refuge. The peace was sealed by the Gryphon riders of Tur fighting off the Herab Seraphs pursuing the Airyas, and Ragha has become a bifurcated society, the Airyas and Turans each with maintain their own soldiers, mages, and priests, with Turans active in summer distinctive institutions, namely hydra-taming and the Airyas active communion of the Theurgs, an order of astral mage-priests. Forewarned of the coming cataclysm, the Theurgs led the Pythians to break away from the Empire of Ermor just in winter.time to witness its utter ruin. Backed by the military might of the old legionary tradition (augmented with distinctive Hydras and Serpent Cataphracts) and the faith and astral magic of the Theurgs, the Emerald Empire of Pythium struggled to restore a semblance of order and unity to the fractured provinces of Ermor's old empire, or at least those within its reach.

As it expanded, however, the character of the Emerald Empire changed. With the collapse of Ermor and its all-encompassing Imperial Cult, a number of mystery cults flourished as the inhabitants struggled to find some sort of anchor in the surrounding chaos. One cult in particular, the Serpent Cult, grew in prominence as C'tissian Sauromancers, invited by the Emperors of Pythium, found great success in beating back the undead hordes of Ermor's Ashen Empire. In time, the Serpent Cult has come to displace the Theurgs almost entirely as the state religion, using the Serpent Cataphracts and their own order of assassins to maintain their dominance and suppress rival mystery cults (though the Theurgs are still tolerated out of respect for Pythium's old traditions). Additionally, the need for permanent garrisons to secure the empire's overstretched frontiers has split the old legionary military into two separate institutions -- the locally recruited, trained, and equipped Limitanei responsible for holding and maintaining the border forts, and the professional, elite Comitatenses who are trained to swiftly march from frontier to frontier to deal with serious invasions or to conquer new territories.


Added DiffLines:

* CrystalDragonJesus: The Theurgs of the Middle Age. By the time of the Late Age, they've been pushed to the side by the Serpent Cult, as well as several minor cults suck as the Cult of The Solar Bull, a Crystal Dragon ''Mithras'', and the Cult of the Great Mother, Crystal Dragon Cybele.
* FantasyCounterpartCulture: UsefulNotes/ByzantineEmpire. The Late Age adds elements of pre-Christian Rome.
* LightEmUp: Pythium makes extensive use of Astral magic.
* OldMagic: In the Late Ages, the official magic of the Empire becomes that of Early-and-Middle-Age C'tis, with an incidental focus on Middle-Age C'tis's "Marsh" magic. This sidelines the Theurgy's "Sphere" magic, as the Theurgs lose funding and become lowly teachers. As a result, Late Pythium's Astral and Air mages are lesser than those from before; the Empire's Water Magic is largely unchanged by the focus-shift from the sky to swamps, while its solar Fire Magic ironically gets ''more'' popular [[TheDarkArts thanks to a heretical cult]] in the army.
* OurHydrasAreDifferent: A recruitable capitol-only unit, capable of [[GoodThingYouCanHeal re-growing its heads]] but not dividing them. In the Late Age, they have sacred status. Late Age Pythium can also summon the Daughter of Typhon, a unique hydra.
* WeatherManipulation: Pythium's non-Astral magic consists of Air, Water, and Fire, representing the "Spheres" between the Theurgs and the Stellar Sphere (Air being the atmosphere, Water being [[SpaceIsAnOcean the cosmic sea]] referenced in the Bible, and Fire being the Sun). Likewise, some Arch Theurgs can call down lightning, some can make it rain, and some can cause solar eclipses.
[[/folder]]

[[folder:Ragha]]
'''Ragha - Dual Kingdom''' (Late Age)

A mixed nation descended from the Abysian colony of Tur and Caelumite refugees. Tur was once a prosperous colony founded after the Abysian campaign against Ashdod, but was cut off by an Aroscephale campaign. Tur developed as an independent kingdom until suffering a devastating invasion by Caelum. Tur was almost destroyed until Caelum suffered a civil war and Caelum Airyas fled to Tur negotiating a peace and asking for refuge. The peace was sealed by the Gryphon riders of Tur fighting off the Herab Seraphs pursuing the Airyas, and Ragha has become a bifurcated society, the Airyas and Turans each with their own soldiers, mages, and priests, with Turans active in summer and the Airyas active in winter.
----

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[[folder:Oceania]]
'''Oceania - Coming of the Capricorns''' (Early Age)\\
'''Oceania - Mermidons'' (Middle Age)

to:

[[folder:Oceania]]
'''Oceania
[[folder:Pyrène]]
'''Pyrène
- Coming Kingdom of the Capricorns''' Bekrydes''' (Early Age)\\
'''Oceania - Mermidons'' (Middle Age)
A nation introduced in Dominions 6, Pyrène takes heavy inspiration from Basque mythology. In the Early Age it is a nation of cave-dwelling humans called the Bekrydes who were taught metal-working by Giants.



* {{Cyclops}}: The Tartalo are dim-witted sheep-herding cyclopes.
* DishingOut Dirt: All of their spellcasters have at least some skill in Earth.
* OurGiantsAreBigger: In the Early Age, Pyrène has access to the Mairu, Basajaunak, and Jentilak, as well as the Tartalo cyclopes.
* ShockAndAwe: The Sorginak serve a primordial storm god and specialize in Air magic.
[[/folder]]

[[folder:Oceania]]
'''Oceania - Coming of the Capricorns''' (Early Age)\\
'''Oceania - Mermidons'' (Middle Age)

----




%%Describe Ubar here (eventually).

Na'Ba is a hidden kingdom from which traders with silver tongues travel far and wide with luxurious wares imbued with ancient magic. The rulers are descendants of a race of mighty Jinn.

to:

\n%%Describe Ubar here (eventually).

is a nation of Jinnun who lord over their human slaves. In the anciet past the most powerful Jinnun rebelled against the Pantokrator and were imprisoned, leaving a handful of Jinnun to lord over the humans and await their masters' return. During the transition between the Early Age and Middle Age the humans overthrew the Jinnun and founded their own nation, Na'Ba. Na'Ba is a hidden kingdom from which traders with silver tongues travel far and wide with luxurious wares imbued with ancient magic. The rulers are descendants of a race of mighty Jinn.



* ColdIron: Some of Na'Ba's troops are vulnerable to non-magical iron weapons and take more damage from them.

to:

* ColdIron: Some of Ubar's and Na'Ba's troops are vulnerable to non-magical iron weapons and take more damage from them.



* 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.

to:

* OurGeniesAreDifferent: Na'Ba's IAmAHumanitarian: Ghuls, hyena-headed demons connected to the genies, haunt graveyards and waylay travelers thanks to a taste for human flesh. Mages skilled in Blood magic can use this to summon them.
* OurGeniesAreDifferent:
** Ubar'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, cities, Jannah and the City of Brass, 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. The genies themselves are split into further specialties:
*** The Jinnun (singular Jinn) are the common genies. Their emirs have access to both Air and Fire magic, and their sahirs have further access to Glamour magic. They also produce generic units.
*** The Afarit (singular Ifrit) become available as generic units and commanders when the City of Brass is activated by the Pretender. The Ifrit Sultans specialize heavily in Fire and have some Earth in addition to Air and Glamour and a chance for Astral. Notably, the Ifrit are Ubar's only sacred units.
*** The Shayatin (singular Shaytan) also become available when the City of Brass is built. Like the Jinn they focus on Fire, Air, and some Glamour, although they have a potential for gaining Blood as well, can move unseen, and have the ability to capture enemy commanders.
*** The Houris are female genies who can be recruited when Jannah is activated. They serve as stealth units with Seduction.
*** The Marids are spellcasters who rival the Afarit in power (and were in fact exiled to the oceans because they dared challenge the Ifrit Sultans), having access to all four elemental paths and Glamour and being amphibious at the expense of having no random paths and not being sacred. The Marids can only be summoned, not recruited.
*** Si'lat are female genies who, like the Houris, serve as stealthy seducers, although the Si'lat also have Fire, Air, and Glamour magic. Like the Marids, they need to be summoned.
*** Ghuls aren't true genies but are connected to the Jinnun and share the same weaknesses to salt and iron. They are considered demons and haunt graveyards for human flesh. Their commander is a matron of their kind, the Ghullah, who has weak Blood and Death magic in addition to her Ghul abilities. Like the Jinnun Ubar has the ability to recruit them naturally.
** For Na'Ba, their recruitable elites are humans with genie blood called Jann. Generic versions of the Ubar genies can also be summoned as commanders by Na'Ba's spellcasters, although the Houris now have Nature, Air, Fire, and Glamour magic. Na'ba doesn't have access to the generic Ifrit troop but can summon Ghuls and Jinnun (although as Na'ba has no native access to Blood, summoning Ghuls and Shayatin is much more difficult for them than Ubar).
* RageAgainstTheHeavens: The Ifrit Sultans challenged the Pantokrator and were smacked down hard. They need their Pretender to free them from their divine prison and restore the City of Brass to greatness.

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Caelum is a land of high peaks and only-slightly-lower valleys. Its people are the descendants of [[{{Precursors}} the previous rulers of the world]]; said precursors were the pawns of a cosmic struggle between [[{{UsefulNotes/Zoroastrianism}} Ahura Mazda and Angra Mainyu]], who in-turn made or spun off mortal races to have as pawns of their own. Most of the precursors, their magical commanders, and their gods were abruptly banished by the Pantokrator, when the schemes between both sides altered the nature of reality through dropping the King of [[HealItWithFire Purifying Flames]] into the Underworld. In the time between the banishment and the formation of Caelum, the descendants of Angra Mainyu's servants intermixed with humanity and became the Raptor Clan, some of Ahura Mazda's servants groomed a small portion of their descendants into the Airya Clan, and the best knights under Ahura Mazda produced the Tempest Clan of Spire Horn Mountain.

Early Caelum is run by worldly Yazatas, gold-winged servants of Ahura Mazda; they are few in number, but ancient and wise enough to have convinced the Raptors join with the Tempest and Airya Clans. The Raptors were dispossessed of most of their magical heritage upon joining, just in case, but they have already started to put the pieces back together after contact with Ermor; the Yazatas are fine with this, as long as they don't cross [[SicklyGreenGlow Fire and Death]]. Since the Yazatas partly justify their authority through their magical arts, Caelum is effectively TheMagocracy, where only those who know at least a little magic (or those who tend to the remaining [[SacredFlames Purifying Flames]]) have any political weight.

Middle Caelum is run by the Airya Clan, which always had the most [[ProudScholarRace scholarly-disposed]] Caelians. The Yazatas aren't in charge because they all left, following a disaster caused by [[HistoryRepeats the priesthood summoning the Fallen Fire King in his Fallen state]]; this was blamed on the Raptors, whose mages happened to have crossed Death and Fire again at the same time, resulting in a [[GreatOffscreenWar war between Airya and Raptor]] that the Raptors lost. The exile of the Raptors would ironically lead to them becoming the heads of Caelum in the Late Ages, as they learned about steel-making and found a new God to shepherd them in the outside world.



* BlowYouAway: The Kavi, aka the Spire Horn or Tepest Clan, have this ability inherited from their divine serving ancestors, which include their mages and their soldiers alike, since all are capable of flying during even the strongest storms.

to:

* BlowYouAway: The Kavi, aka the Spire Horn or Tepest Tempest Clan, have this ability inherited from their divine serving ancestors, which include their mages and their soldiers alike, since all are capable of flying during even the strongest storms.



* WingedHumanoid: The Caelians all poesess wings, which is commonly used to snipe enemy rear line troops such as archers and mages.

to:

* WingedHumanoid: The Caelians all poesess wings, which is commonly used to snipe enemy rear line troops such as archers and mages. The Tempest/"Spire Horn" Caelians have gray wings, the Airya have white wings, the Yazatas have gold wings, the common Raptors have brown wings, and the elite Raptors and their ancestors have black wings.
* YiddishAsASecondLanguage: "Harab" (the title of the black-winged Raptors) is Hebrew for "raven", and the "Harab Serapel" (or ''Ravens of Dispersal'') are said to be personifications of uncontrolled desire in the [[{{UsefulNotes/Kabbalah}} Kabbalah]].

Added: 104

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reordering to be alphabetical


* AscendedExtra: In the fourth game, their Early Age is built around the usually independent Lion Tribe.



* AscendedExtra: In the fourth game, their Early Age is built around the usually independent Lion Tribe.
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mentioned soul-shattered interactions with Ermor

Added DiffLines:

* DespairEventHorizon: Middle-Age Ermor is this to the Soul-Shattered, those who've been deeply affected by some sort of torment beneath the Earth. If they don't belong to "Middle" Ermor, they might have a crisis of faith that, if the province has no Dominion to reassure them, prompts them to give up and join the undead hordes. Since most Soul-Shattered guys are ridiculously-powerful, [[GodzillaThreshold this can be a big problem]].
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* MyRulesAreNotYourRules: "Late" R'lyeh is the only nation in the game that can have more than one Prophet. Any insane Commander it has may suddenly claim to be a Prophet, a random action typically excluded from the list of random actions insane Commanders may do, and this works [[InsaneTrollLogic because the option is merely hidden from the menu while you already have one]]. On top of this, insane Commanders of other nations might start civil wars to give their provinces to "Late" R'lyeh if it's in the game, though only in provinces without any Dominion.

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machaka stuff


* AnimalMotifs: Early Age Machaka is composed of multiple clans that imitate totemic animals. [[KingOfBeasts The Lion Clan]] leads, though mainly due to having interbred with [[DemiHuman half-Giants]] who took over the society for them. There's also the [[SneakySpider Spider]] Clan, the [[RhinoRampage Rhino]] Clan, the [[WarElephants Elephant]] Clan, the [[HeinousHyena Hyena]] Clan, and a bunch of other clans who [[WhatKindOfLamePowerIsHeartAnyway are barely-relevant due to their specialties being useless in battle]].
* BondCreatures: These guys are what make the Elephant Clan and the Spider Clan relevant in Early Machaka; interestingly, the Lion Clan has these too, but their Bond Creatures are nowhere near as loyal.



* GreatOffscreenWar: There are signs of the Spider Clan planning to subvert Machaka back in the Early Ages; for instance, their [[NoodleIncident plots]] incidentally cause half-Giants to flee from Machaka to Berytos. The subversion finally happened between the Ages, resulting in the Spider Clan's [[PhysicalGod patron]] becoming regarded as God, but it led to said patron being ''[[GodIsDead murdered]]'' and the Clan largely disintegrating.



* OurWerecreaturesAreDifferent: The Hyena Clan's metalsmiths are Boudas, able to transform into hyenas that can still use and wear gear without issue. This is a direct call-back to the Ethiopian myth that [[MagicalJew all Jewish metalsmiths could do this]].
* PowerCreep: The original (Middle Age) Machaka hasn't seen many changes since ''Dominions 2'', and it shows. ''Dominions 6'' will give a new path to some of its mages, however.
* SicklyGreenGlow: Machaka's Witch Doctors and Sorcerers can make better use of Bane Fire Dart (and occasionally Bane Fire for the Sorcerers), since they also have Nature magic that lets them improve their Precision. They can also make good use of various [[ReducedToDust disintegration]] spells, such as the Undead-countering "Dust to Dust", and are pretty-good offensive mages in general.
* SpiderPeople: The best of Middle Machaka's Sorcerers can turn into Spiders, owing to a pact of some kind they made to avenge [[GodIsDead their Spider God]].






* ObviousBeta: Eriu is overall a lot less complete than Tir na n'Og, the faction it was based on. [[BalanceBuff It's slated to be a lot more distinct with the next game's release]], though!
* Oireland: Eriu even has one of Ireland's names, while Tir na n'Og is one of the faery lands in Irish mythology. Their Heroes are all legendary figures, too, such as Lugh for Tir na n'Og and Cu Chulain for Eriu.

to:

* ObviousBeta: Eriu is overall a lot less complete than Tir na n'Og, the faction it was based on. [[BalanceBuff It's slated to be a lot more distinct with the next game's release]], though!
* Oireland:
{{Oireland}}: Eriu even has one of Ireland's names, while Tir na n'Og is one of the faery lands in Irish mythology. Their Heroes are all legendary figures, too, such as Lugh for Tir na n'Og and Cu Chulain for Eriu.Eriu.
* PowerCreep: [[JustifiedTrope For largely-thematic reasons]] such as needing to seem lesser than Tir na n'Og, Eriu has had much fewer tools and far-lesser tools than its Early-Age counterpart for the past three games; other Middle-Age factions have had a lot more given for them, however. [[BalanceBuff It's slated to be a lot more distinct with the next game's release]], though!

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added example(s)


'''Eriu, Last of the Tuatha''' (Middle Age)

to:

'''Eriu, Last of the Tuatha''' (Middle Age)
Age)\\
A pair of factions added to ''Dominions 3'' shortly after its release; Tir na n'Og wasn't finished in time for the release, but was mentioned in the game's manual as the upcoming "Early-Age" version of Man, while Eriu was a surprise that came out a little before Tir na n'Og.


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* DivergentCharacterEvolution: Artificially [[EnforcedTrope enforced]] between Eriu and Man, both successors of Tir na n'Og in different respects; Man got the magic, while Eriu got the elves themselves. Before Man's updates in ''Dominions 4'', the other big difference was what the two factions preferred for ranged (slings vs. arrows) and mounted (chariots vs. knights) combat... and, of course, [[ThereCanOnlyBeOne that only Man made it to the Late Ages]].


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* ObviousBeta: Eriu is overall a lot less complete than Tir na n'Og, the faction it was based on. [[BalanceBuff It's slated to be a lot more distinct with the next game's release]], though!
* Oireland: Eriu even has one of Ireland's names, while Tir na n'Og is one of the faery lands in Irish mythology. Their Heroes are all legendary figures, too, such as Lugh for Tir na n'Og and Cu Chulain for Eriu.

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pelagia and erytheia


* FactionCalculus: Pelagia is Subversive, having an absolutely-abysmal time getting on-land where most of the action is, but being significantly better at Underwater combat than even the other Underwater nations. Erytheia is more Balanced, at least since it starts on-land and has a much easier time crossing between "Both Worlds".



* GenerationalMagicDecline: In the Middle Ages, Pelagia's giant [[LordOfTheOcean Triton Kings]] struggle to match the Magic of their predecessors, even after dropping most of their responsibilities to focus on practicing.
* TheHeretic: Middle Pelagia has a divergent religion on-land, which requires Temples but isn't recognized by Pelagia's Pretender. [[{{Irony}} In Erytheia, the "priests" of this sect are the court advisors.]]



* OurMermaidsAreDifferent: They all have green hair, for one, and red fins that run down the outsides of their forearms. On top of that, there's a racial split between one-tailed Mermen who [[HumanityEnsues turn into humans while dry]] and turn back into Mermen while underwater, and [[ApparentlyHumanMerfolk two-tailed "Tritons"]] who lack such an ability.
* RefiningResources: Pelagia and (to a lesser extent) Erytheia are much more efficient at converting Water Gems to Astral Pearls than everyone else, allowing them to amass humongous piles of the spheres in relative peace. These are typically spent on [[MakeAWish Wishes]], [[NoRecycling Global Enchantments that recycle other nations' Gems]], [[DispelMagic Dispel-spells for other nations' Global Enchantments]], and other degenerate strategies to make up for being pushed into the ocean.
* TrainingTheGiftOfMagic: A minor theme in both nations. Two of the Triton Clans, the Pearl Clan and the Amber Clan, have passed down magical instructions for generations. The Patriarch of the Pearl Clan, Thaumas, also noticed a glimmer of talent in some [[FishPeople fish-headed Ichtyids]] and trained them as a pet project. The Mermen don't get the same in-house teaching until Erytheia, when successors of their [[TheHeretic marginalized]] mystics become the King of Both Worlds' court tutors.



* FishPeople: The Merrow are a race of green-skinned merfolk who make up the bulk of the inhabitants of the city of Ker-Ys.

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* FishPeople: The Merrow are a race of green-skinned merfolk [[OurMermaidsAreDifferent merfolk]] who make up the bulk of the inhabitants of the city of Ker-Ys.
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* FactionCalculus:
** Vanheim is the Cannons, especially its Early iteration. It possesses elite elven troops that you really don't want to mess with, which can end battles swiftly and decisively if given proper support, and these guys (and [[{{Valkyries}} girls]]) can't be seen until they've chosen a province of yours to attack. Since they're stealthy, they can even penetrate deep within your lines to raid you. On the other hand, the best tools Vanheim has available are ''prohibitively'' expensive to mass-produce, so it can run into scaling problems against nations it fails to rush down.
** Midgård is Middle Vanheim with even less elves, but it has far more mages and can build up more cheaply than Vanheim, making it somewhat Balanced.


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* RankScalesWithAsskicking: A key part of Van culture. Their Drotts (Kings) are strictly better at fighting and magic than their Jarls (High Chiefs), who are in-turn strictly better at everything than their Herses ("regular" Chiefs).
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Marignon Faction Calculus

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* FactionCalculus: Middle Marignon is the Cannons, both with an [[PlayingWithFire offensive]] focus on its magic and the means to recruit sacred shock troops from all of its provinces, to the point that some call it a [[PoorPredictableRock one-trick pony]]. Late Marignon switches to being Subversive, as it loses its good recruits but gains a number of nasty tricks; these include [[TheLegionsOfHell Demon-spamming]], [[{{Plaguemaster}} biological warfare]], [[ArsonMurderAndJaywalking and]] [[UsefulNotes/ChristopherColumbus Columbus]].
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* SternSunWorshippers: Particularly in the Early Age; in the Middle and Late Ages, Mictlan cares a bit less about their god's "[[TheFaceOfTheSun watchful face]]".
** On that note, Mictlan views the Moon as their god's "[[TheManInTheMoon dreaming face]]".


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* TheRedMage: Nazca's mages are quite flexible, and some of them can even kick ass physically. With that being said, their "mastery" of any one path is quite lacking, only rarely touching level 3.
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details on Mictlan

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* AchillesHeel: Mictlan has no Earth Magic whatsoever, so it can't increase the toughness of its troops that much, and it has to wait a very long time before it can get Strength-boosting spells. In the Early and Late Ages, it also doesn't have any magic that provides Shock Resistance.


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* GivingRadioToTheRomans: [[InvertedTrope Inverted]]. Middle and Late Mictlan use iron in their armor, while Early Mictlan only uses bronze. In real life, the Mesoamericans did mine iron ores, polished the rocks, and sewed them into pieces of scale armor, [[LostTechnology but that practice was never picked up by the Aztecs]]; thus, it's implied that the Lawgiver gave Mictlan techniques that were older but more-effective than what the Empire had at the time.
** In-turn, the Atlantians do this again by bringing Mictlan's own Blood Magic back to Late Mictlan, [[{{Irony}} overwriting some of the Lawgiver's other work]].

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Mekone-line and Ermor-line notes, and Mictlan's Dominion issues


* FactionCalculus: Middle/Undead Ermor and Lemuria are classic examples of The Horde. Sceleria is more Subversive; it can build ''enormous'' armies of skeletons if given enough prep time, but the trick is in both lasting that long and checking potential counters (such as splash damage). Early/Living Ermor is a Powerhouse, able to pile up large amounts of old mages and maintain armies of increasingly-skilled cavalry with its [[WhiteMagic healing]] Bishops.



* IdiotBall: Sceleria grabs onto this thing ''hard'', then proceeds to do several laps around the track with it. Specifically, they decide that the way to combat undead is with more undead (which can work because death magic can undo undeath, but this can also be used alongside normal undead), which, when Ermor is purged, is not put to use in the fields in lieu of peaseants. The peasants revolt, so the idiots who run the nation decide that opening another portal to the realm of death is worth it to quiet them down. This ends predictibaly, with the place becoming the ghostly place of Lemuria.

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* IdiotBall: Sceleria grabs onto this thing ''hard'', then proceeds to do several laps around the track with it. Specifically, they decide that the way to combat undead is with more undead (which can work because death magic can undo undeath, but this can also be used alongside normal undead), which, when Ermor is purged, is not put to use in the fields in lieu of peaseants.peasants. The peasants revolt, so the idiots who run the nation decide that opening another portal to the realm of death is worth it to quiet them down. This ends predictibaly, predictably, with the place becoming the ghostly place of Lemuria.



* DevelopersForesight: If you rush down Late Age Phlegra, and take the capital before the Laestrygonians emerge, they'll still emerge on their own. Phlegra has to have possession of its capital when its volcano explodes; otherwise, the first Laestrygonian who emerges will be [[OmnicidalNeutral Independent]], and may have to be brought down by Phlegra itself.
* FactionCalculus: Mekone and Phlegra are Powerhouses, complete with powerful troops and a gradual buildup of strength. , Their Giants strongly dissuade early-game rushes against them, but the hard recruitment cap on their best troops in all three ages can make nearly ''any'' early attack on them a setback.
** Unlike with Powerhouse factions in other games, Mekone and Phlegra actually ''wear down'' their economies as the game continues, giving them elements of The Horde. The "Gigantomachia" Global Enchantment, which increases recruitment caps and lowers recruitment costs for the elites, might just be a band-aid fix if you bring it up too late.



* HollywoodAtheist: Mekone's atheism is baked into its religion, and its preachers are more effective at preaching ''against'' the gods than at spreading their religion in a vacuum.



* WorldGoneMad: Rather than have traditional popkill mechanics, Phlegra has gradually-increasing Unrest in its dominion, which will force the periodic culling of local populations to get taxes and recruits.
** Mekone has a more-complex mechanic instead; the Unrest only occurs in forts, talk of a local "[[ThePurge holiday]]" happens every early-fall that riles up the humans even more, and an [[MayorPain Ephor]] at each fort can initiate the "holiday" to immediately wipe out a massive amount of Unrest [[ShootEverythingThatMoves at an over-200% mark-up]]. You get a giant Assassin/Patroller/Scout for each successful "[[WouldBeRudeToSayGenocide holiday celebration]]", though.



* VirginSacrifice: During the Early and Late Ages, it's the only way to spread dominion.

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* WeaksauceWeakness: It isn't very easy to keep Early and Late Mictlan alive, given that [[NonStandardGameOver losing all your dominion candles hands your nation to the Independents]]. For reference, the only source of passive dominion spread Early/Late Mictlan has is from its Pretender being present, and that only lays dominion candles ''half'' as often as other Pretenders. It's possible to lose as these factions due to random events.
* VirginSacrifice: During the Early and Late Ages, it's the only way to manually spread dominion.
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funny stuff about Ind

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* SealedEvilInACan: To give you an idea of how little Ind's leaders understand what they're dealing with, they can release the [[FallenAngel Grigori]]. They obtained some of the lore the Grigori gave to Hinnom, and the [[HereditaryCurse also-sealed]] [[HiddenElfVillage Giants of the Lost Tribe]] say ''[[CassandraTruth not]]'' to release them, so those Nephilim-spawners [[SatanIsGood must be great guys]]... [[TemptingFate Right?]]
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corrected one of those annoying [1]'s


** Berytos's destruction by Arcoscephale is possibly a reference to the sacking of the Phoenician cities by [[UsefulNotes/AlexanderTheGreat]], mainly the city of Tyre after it forbade Alexander from performing a sacrifice at its high temple.

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** Berytos's destruction by Arcoscephale is possibly a reference to the sacking of the Phoenician cities by [[UsefulNotes/AlexanderTheGreat]], [[UsefulNotes/AlexanderTheGreat Alexander the Great]], mainly the city of Tyre after it forbade Alexander from performing a sacrifice at its high temple.

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** Berytos's destruction by Arcoscephale is possibly a reference to the sacking of the Phoenician cities by [[UsefulNotes/AlexanderTheGreat]], mainly the city of Tyre after it forbade Alexander from performing a sacrifice at its high temple.



* FantasyCounterpartCulture: Egypt and Babylon.
* LizardFolk: Comes in three flavours: Herbivore Lizards, Predator Lizards, and the Sobek Giants.

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* FactionCalculus: The Powerhouse. All ages of C'tis require some setup and pooled resources to really get going, during which they're somewhat vulnerable, but they make up for it with their powerful mages. Middle C'tis has the easiest time surviving to that point, due to its [[BubblegloopSwamp openly-hostile dominion]] and its intimidating Giants, while Late C'tis has the toughest time due to its out-of-date troops (though, as a trade-off, its Sauromancers can learn some of the [[SicklyGreenGlow best offensive magic]] available).
* FantasyCounterpartCulture: Egypt and Babylon.
Babylon. The Babylon connection was reduced slightly in ''Dominions 4'', which moved Sirrushes to be just an Ur thing, but is still there in the lore.
* LizardFolk: Comes in three flavours: Herbivore Lizards, [[SlaveRace Predator Lizards, Lizards]], and the [[NatureIsNotAToy Sobek Giants.Giants]].



* PoisonousPerson: Aside from their natural resistances to poisons, the C'tis have the Empoisoiner Guilds, experts in various toxins.
%%* ProudScholarRace: They have this going. Probably why they didn't see why teaching Ermor was a *really* [[FromBadToWorse bad idea]].%%They have *what* "going"?

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* PoisonousPerson: Aside from their natural resistances to poisons, the C'tis have the Empoisoiner Empoisoner Guilds, experts in various toxins.
%%* * {{Pun}}: A "Sauromancer", if translated literally, would be "one who communes with lizards".
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ProudScholarRace: They have this going. Probably why they didn't see why teaching Given their slowness on the battlefield and their prestige, anyway. Notably, C'tissians were by most accounts the first to learn Death Magic as outsiders to the underworld, with the possible exception of human shamans. On top of that, the Sauromancers managed to avoid destroying their own society with their powerful Death Magic, unlike Fomoria, Asphodel, Ermor was a *really* [[FromBadToWorse bad idea]].%%They have *what* "going"?(whom they taught), and Sceleria (whom they personally tutored).



* CastingAShadow: Middle and Late Ages, due to having death mages and the corresponding death magic.

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* CastingAShadow: Middle and Late Ages, due to having death mages and the corresponding death magic. The Early Ages are more prone to using the SicklyGreenGlow, due to their Death-and-Fire crosspath.



* TheEmpire: While all pretender-ruled states fits the trope, early Ermor in ''Dominions 5'' is the state that backstory-wise fits clearly here, with three Middle Age states confirmed as descended from the occupation of Early Age nations (Pythium from Sauromatia, Marignon from the Maverni, Ulm from Ulm), another splinter state carrying on the traditions of the old Ermor (more or less -- Sceleria), the heartland of Ermor itself being the centre of an undead realm, ''and'' the reason for another of the disappeared Early Age nations (Berytos) is that Ermor smashed them.

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* TheEmpire: While all pretender-ruled states fits the trope, early Ermor in ''Dominions 5'' is the state that backstory-wise fits clearly here, with three Middle Age states confirmed as descended from the occupation of Early Age nations (Pythium from Sauromatia, Marignon from the Maverni, Ulm from Ulm), another splinter state carrying on the traditions of the old Ermor (more or less -- Sceleria), and the heartland of Ermor itself being the centre of an undead realm, ''and'' the reason for another of the disappeared Early Age nations (Berytos) is that realm. They're even mentioned to have connections with Berytos, though ([[UsefulNotes/PunicWars unlike in history]]) Ermor smashed them.would leave their destruction to Arcoscephale.
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I was wrong about the details on Asphodel and Lemuria, oopsie


* 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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* AscendedExtra: Lemuria's conceptual origins go all the way back to ''Dominions 2'', which offered certain varieties where it started as a "theme" (an exclusive "mechanic" to that game) of Ermor a ritual Ermor. ''Dominions 3'' didn't have room for busting open a portal to Lemuria, so the Underworld themselves. idea of ghostly troop freespawn was relegated to a Global Enchantment for undead ([[{{Retcon}} Late-at-the-time]]) Ermor, while most of the commanders were made summons for it. The faction itself became a thing in ''Dominions 4'', after the ritual's absence in ''Dominions 3''.4''.



* {{Expy}}: The Propet of the New Faith of Early Age Ermor, due to his association with shrouds, a sacrifice, and healing powers, is very clearly a version of Jesus Christ and his healing powers and sacrifice.

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* {{Expy}}: The Propet Prophet of the New Faith of Early Age Ermor, due to his association with shrouds, a sacrifice, and healing powers, is very clearly a version of Jesus Christ and his healing powers and sacrifice.



* FantasyCounterpartCulture: AncientRome, complete with the Manipular legion units of Hastatii, Triarrii, and Princepes, and worship of a Jesus {{Expy}} who displaced the old Pagan traditions to the countryside. They do diverge though in that they accidentally wake up a death god in the process of trying to resurrect Jesus and become undead in the process.

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* FantasyCounterpartCulture: AncientRome, complete with the Manipular legion units of Hastatii, Triarrii, Triarii, and Princepes, Principes, and worship of a Jesus {{Expy}} who displaced the old Pagan traditions to the countryside. They do diverge though in that they accidentally wake up a death god in the process of trying to resurrect Jesus and become undead in the process.



* 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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* AscendedExtra: Asphodel's conceptual origins go all the way back to ''Dominions 2'', where the civilized it was a "theme" of Pangaea (the equivalent Pangaea. ''Dominions 3'' didn't have room for Asphodel, so its ideas were absorbed into all three Ages of Pangaea; the mechanic of vines converting taxpayers into freespawn became a Global Enchantment that Late Pangaea before Ages were introduced) had a ritual for attempting to re-awaken the wildness best chance of casting, while the woods."carrion commanders" became summons. Asphodel itself wouldn't become a faction until ''Dominions 4''.
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* UsefulNotes/Romani: Portrayed in the Late Age as Fortune Tellers, who live in the [[TheLostWoods Black Forest]] despite its dangers.

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* UsefulNotes/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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