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Characters: Dominions
While Dominions doesn't really have characters as such it does have nations with individual characteristics.


  • Cyclops: The Pale Ones are all one-eyed (mechanically that means they can't shoot a monolith at close range.)
  • Casting a Shadow
  • Dishing Out Dirt
  • Golems: Middle Age and Late Age
  • Humanity Ensues: After the Early Age the 'true' Agarthians are wiped out by human invaders. Humans later move in and begin worshiping the statues and mummies of the the extinct Pale Ones.
  • Mummy: Late Age.
  • Sealed Evil in a Can: The Seal the Agarthans guard. A late-game spell lets you unseal it. Depending on the exact situation, this may or may not




A Dominions 4-introduced Early Age-only nation.
  • Blood Magic
  • Fantasy Counterpart Culture: Carthage. Which is also the reason for their disappearance in later ages: they get destroyed by Ermor (the Rome-counterpart)note  in between the Early and the Middle.



  • Casting a Shadow: Middle and Late Ages.
  • Crystal Dragon Jesus: Only in the Early Age. In the Middle Age the bishops of the New Faith were replaced by the Thaumaturgs of the Death Cult.
  • Dark Is Not Evil: Sceleria in Dominions 4. A Middle Age splinter of old Ermor, it was founded by the last Ermorian Emperor's twin brother and the Thaumaturgs. Their creed involves raising the dead to serve the living, and they do (mainly by raising skeletal legionnaires to fight against Ermor).
  • Dem Bones: In the Middle Age, Ermorian priests can raise skeletal legionnaires as part of its army. In the Late Age, the dead will rise on their own, but you need a fortress in order to get the decent units.
    • This was changed in Dominions 4. There, Sceleria (an Ermorian splinter state founded by the Thaumaturgs of the Death Cult and the last Emperor's twin brother — it's pretty much previous games' Middle Age Ermor given a more positive spin) can have its priests raise skeletal legionnaires as part of its army in the Middle Age, while Ermor is the dead realm of previous games' Late Age. There is no Ermor in the Late Age, and the closest thing to it (Lemuria, the Scelerian successor) has the dead rise on their own in spectral instead of osseous form.
  • The Empire: While all pretender-ruled states fits the trope, early Ermor in Dominions 4 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.
  • Face-Heel Turn
  • Fantasy Counterpart Culture: Ancient Rome.
  • Necromancer: In the Middle Age Thaumaturgs and cultists are able to reanimate the dead.
  • Night of the Living Mooks: Middle Age Ermorian priests are can raise a sizable undead army. In the Late Age, the undead rise on their own.
  • Start of Darkness: Thanks to it's wizards studying C'tisian death magic, Middle Age Ermor is a desolate wasteland of the dead, and Sceleria has been forced into an uneasy compromise to keep Death from breaking loose.
  • Zombie Apocalypse: Middle Age Ermor.



  • Bible Times
  • Blood Magic: Early Age and Late Age.
  • Fantasy Counterpart Culture: Ancient Canaan, with elements of Biblical Israel.
  • Heel-Face Turn: Ashod abandons the blood magic of Hinnom, its giants' hunger has faded to the point where they're no longer cannibalistic and they can summon a variety of celestials (though they still practice slavery). By the time of Gath the blood cult is back, but there's also a new cult based on guiding and helping humans.
  • Humanity Ensues: The number of giants dwindles with every era and human immigrants gain greater prominence.
  • I'm a Humanitarian: The Nephilim giants would consume even their own offspring.
    • Their pretender, the Son of Fallen has eaten his brothers and sisters too.
  • Our Giants Are Bigger
  • To Serve Man: Some giants will eat population, both of their smaller kin and humans (Early Age only).
  • Virgin Sacrifice

    Kailasa/Bandar Log/Patala 






  • Blood Magic: Early and Late Ages.
  • Heel-Face Turn: During the Middle Age, the Lawgiver puts an end to blood sacrifice.
    • Face-Heel Turn: And in the Late Age, a bunch of Atlantian exiles reinstate it.
  • Mayincatec
  • Our Werebeasts Are Different: Werejaguars are sacred warriors who wear jaguar pelts. When injured, the pelt merges with them, transforming the warrior into a half-man half-beast.
  • Virgin Sacrifice: During the Early and Late Ages, it's the only way to spread dominion.




  • Crystal Dragon Jesus: 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.
  • Fantasy Counterpart Culture: Byzantine Empire. The Late Age adds elements of pre-Christian Rome.
  • Light 'em Up: Pythium make extensive use of Astral magic.
  • Hydra Problem: A recruitable capitol-only unit. In the Late Age, they have sacred status. Late Age Pythium can also summon the Daughter of Typhon, a unique hydra.



    Tir na n'Og/Eriu 

    T'ien Ch'i 




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