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* DirtyCoward: The Cambions of Late Age, while remarkably powerful, are described as amoral and cowardly. Their actual morale is 10, which is on par with a typical infantryman, but still quite low for a creature with their physical stats.

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* DirtyCoward: The Cambions Cambion Kings and Queens of Late Age, while remarkably powerful, are described as amoral and cowardly. Their actual morale is 10, which is on par with a typical infantryman, but still quite low for a creature with their physical stats. Fortunately, lesser Cambions (counts, countesses, and knights), while not quite as powerful and much less magically adept, have significantly better morale.

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Poor, poor Akerbeltz. All they did was corrupt some witches.


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.

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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. A patch in late April added the nation to the Late Ages, where the Goats have been [[FormerlySapientSpecies reduced to mounts]] and almost all of its rulers are [[HumanDemonHybrid Cambions]].


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* FormerlySapientSpecies: The Akerbeltz in the Late Ages are mere "Black Goats" with Mouflon blood; Mahlat, being an excellent crossbreeder, [[FurryConfusion took advantage of their]] FunnyAnimal nature and bred [[AndIMustScream most]] of their dark intellect out of them. The Cambions use them as mounts.
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Late Pyrene notes


* DealWithTheDevil: A running theme that connects the Middle and Late Ages.
** The Sorginak were scattered at the end of the Early Ages but were seduced by the offered power of the Akerbeltz, becoming Blood Mages in the Middle Ages; this greatly upset their creator, the Mother of Storms, who disowned them. By remaining separate from and excluding the church, however, they were kicked out of Pyrène when the church priests found magic to seduce the nobility with. Thus, they are faded remnant of their former selves in the Late Ages, only needed for the magic their creator taught them.
** The priests of Pyrène underwent a similar transformation in the Late Ages. When the Abysians were finally driven out at the end of the Early Ages, they left a Green-Flame Emerald, which the priests began to [[CargoCult prostrate before]] in the absence of anything holier. It would take ten years off their lives, but it would also [[RemovedAchillesHeel inure them to the magic of other nations]]. Disliking that they were left out of the Akelarre in the Middle Ages, the priests eventually reached out for other infernal powers; when they summoned and accepted the Red Mistress Mahlat's plot at the end of those Ages, she bound her first Cambion son to the Green-Flame Emerald, turning it blood-red and stealing its holy power.
** Mahlat's plot saw a few lesser noble houses in Pyrène breed with Mahlat and her demonic peers, told by the church that it would empower them. The counts traded their souls to have Cambion children, and then the rest of their families did the same. This resulted in their deaths, as the Cambions became psychopaths who murdered them.



* FantasyCounterpartCulture: Early Pyrène is based in Basque mythology, though the name is from Greek myth; the actual Bekrydes were Anatolians, but Greeks of the time thought they came from the Pyrenees, and claimed the mountains were named after a Bekryde princess Hercules killed. Middle Pyrène is far more Spanish, with the core of the nation (the Akelarre of witches led by goats) coming from [[Creator/FranciscoDeGoya Francisco de Goya's]] ''[[Art/WitchesSabbath1798 Witches' Sabbath]]''.

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* FantasyCounterpartCulture: Early Pyrène is based in Basque mythology, though the name is from Greek myth; the actual Bekrydes were Anatolians, but Greeks of the time thought they came from the Pyrenees, and claimed the mountains were named after a Bekryde princess Hercules killed. Middle Pyrène is far more Spanish, with the core of the nation (the Akelarre of witches led by goats) coming from [[Creator/FranciscoDeGoya Francisco de Goya's]] ''[[Art/WitchesSabbath1798 Witches' Sabbath]]''. Late Pyrène is possibly a parody of the Catholic "[[DirtyOldMonk Pornocracy]]", a period when the Church was at its most corrupt and "in bed" with a few noble families.


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* HotAsHell: Late Pyrène is the first ''Dominions 6'' nation without mods to get a generic spell early; in this case, the summoning of Incubi and Succubi. In fact, the country is all but ruled by Mahlat (the mother of one of the first four Succubi, going off Jewish apocrypha), who was summoned by an experimenting bishop and proceeded to pervert the entire society.


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* SexMagic: Their Blood/Glamour magic in the Late Ages. Interestingly, the men who know this magic are poorer researchers, since they [[IllBeInMyBunk spend most of their time doing other things]].


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* WeaksauceWeakness: Most Cambions of Late Pyrène have the minimum amount of Magic Resistance for Demons; higher than humans, but low enough to be endangered by mid-level Priests. Their magic levels don't improve this by much. In fact, when other nations get Succubi, they can [[{{Irony}} seduce the Cambion Kings without much trouble]].

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'''Pyrène - Time of the Akelarre''' (Middle Age)

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'''Pyrène - Time of the Akelarre''' (Middle Age)\\
'''Pyrène - Cambion Kings''' (Late
Age)



* BloodMagic: Under the tutelage of the Black Goats, this becomes Pyrène's hat. Both the Akerbeltz and the Middle Age version of the Sorginak 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 Sorginak are potent blood mages and the Pyrènian bishop has some skill in the path. They double down on this in the Late Age, with half-demon cambions replacing the Akerbeltz.



* DirtyCoward: The Cambions of Late Age, while remarkably powerful, are described as amoral and cowardly. Their actual morale is 10, which is on par with a typical infantryman, but still quite low for a creature with their physical stats.



* EvilerThanThou: The Cambion Kings of late age overthrew the blood/nature magic of the Akerbeltz, but their own reign is no better. The Cambions were just more skilled and ruthless.



* 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.

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



* WhatHappenedToTheMouse: Pyrène doesn't appear at all in the Late Ages... though given that Marignon is said to have noticed the blood magic, and how Late Marignon is a bit more Spanish than Middle Marignon, it's not hard to guess what happened.

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late c'tis details


* BalanceBuff: Late C'tis gained troops similar to those from Middle Man or Middle Marignon in ''Dominions 6''; before this, their troops were largely the same as the ones in Early C'tis, but without the cheap-and-disposable slaves. [[LeaningOnTheFourthWall As for why the change took so long,]] "the C'tissians are an ancient and phlegmatic race", [[WeHaveBecomeComplacent and they were used to]] using their slaves as a battlefield crutch.



* 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).

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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 somewhat-out-of-date troops (though, as a trade-off, its Sauromancers can learn some of the [[SicklyGreenGlow best offensive magic]] available).


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* SicklyGreenGlow: Only for Late C'tis. The ancient kingdom uses this stuff extensively, even teaching minor magic to its most esteemed crossbowmen; these guys have [[RapidAging aged forty-five years]] while practicing with their bolts, however.

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* JackOfAllStats: The Van chiefs are mages, priests, cavalrymen, and effective commanders at the same time. They're typically not masters of any of these things, at least since ''Dominions 6'' split their Air talents between Air and Glamour, but they're quite versatile once you have them.



* MagicalIncantation: The Vanir's magic is invoked through Galdersongs, which may reference the Galdrar (incantations) of Old Norse culture.

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* MagicalIncantation: The Vanir's magic is invoked through Galdersongs, Galdrasongs, which may reference the Galdrar (incantations) of Old Norse culture.culture. This is referenced only twice; once in the description of a Jotunheim hero, and again in the name of Midgård's wizards (the Galdermen).


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* ShockAndAwe: The Vanir's skill in Air magic is a gift from their old gods, the Aesir. Air also comes with {{Flight}}, [[BlowYouAway wind magic]] (more in ''Dominions 6''), and [[MasterOfIllusion mirages]] (before ''Dominions 6'' made them the Glamour path).

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helheim


The Vanir of Helheim have settled around the old cave of Gnipahålan, where the underworld of Hel touches with the land of the living. Many of the residents are there out of respect for their ancestors, whose god hung himself outside the hole and survived, learning Death in the process; the Kings who've done this, Hangadrotts, have all followed his example. Others are there out of spite, just glad to be apart from the other Vanir for a time, or the other Dwarves. The Helheim Vanir have diverged from the rest of their kin somewhat, at least in a cultural sense.



* ALighterShadeOfBlack: Helheim is not quite as terrible to the "lesser races" as Vanheim, the faction it split from; they don't engage in VirginSacrifice as of ''Dominions 6'', at least. They still capture humans for various uses, however, such as fort defense.



%%* CastingAShadow: Use both Air and Death magic to create illusions alongside summoning the undead.

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%%* * CastingAShadow: Use Most Van chiefs in Helheim have both Death and Glamour (or Air before ''Dominions 6'') magic, letting them cast both illusions and damaging shadows. Notably, this combination lets them apply [[SupernaturalFearInducer Dread]] to themselves and their men, letting them rout foes with mere proximity.
* EvilCounterpart: Gnipahålan is where the Svartalves, dark dwarves, hide from humanity (and their standard Dwarf counterparts). These guys are good at both Earth
and Death magic to create illusions alongside summoning magic, but they don't have the undead. [[RandomlyGifted 10% chance of a bonus path]] that regular Dwarves possess, and they aren't Master Smiths.



%%* {{Valkyries}}

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%%* {{Valkyries}}* {{Valkyries}}: Helheim is the Valkyries' home. Only their commanders, the Disir, ride horses, but all of them (even the horses) can fly. They even have a spell for summoning Valkyries in battle, [[{{Nerf}} though Dominions 6 made it a bit tougher for Helheim to cast]].
* WhatHappenedToTheMouse: Helheim is abandoned by the Middle Ages, with its Valkyries having moved to Vanheim. This wasn't confirmed in-game until Dominions 6, which reveals that the Nidings of Nidavangr acquired Death magic from Helheim's ruins.

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* 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.

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* PowerCreep: The original (Middle Age) Machaka hasn't seen many changes since ''Dominions 2'', and it shows. ''Dominions 6'' will give a new gives the [[MasterOfIllusion Glamour]] path to some of its mages, however.



[[folder:Marignon]]
'''Marignon, Fiery Justice''' (Middle Age)\\
'''Marignon, Conquerors of the Sea''' (Late Age)

The empire of Ermor at its height covered vast stretches of territory within its borders, incorporating several diverse cultures and creeds. Officially, all of these were meant to be subsumed within and replaced by the all-encompassing New Faith of the empire; realistically, however, the empire's very extent made this rather infeasible to properly enforce. The province of Marignon, the former homeland of the Marverni, absorbed a considerable amount of Ermorian cultural and religious influence but maintained a great deal of local autonomy, with day-to-day administration and tax collection duties falling to a local aristocracy of landowners. Another unique development was the House of Fiery Justice, a religious body that developed independently in Marignon and eventually grew powerful enough to take the reins of power in Marignon once the Fall of Ermor effectively obliterated the imperial government. As the true nature of the threat of the Ashen Empire that now ruled Ermor's old heartland became clear, the House of Fiery Justice tightened its control on Marignon's society; holy armies spearheaded by the knightly Order of the Sacred Chalice were sanctioned to drive back and destroy the undead menace, while on the home front inquisitors and witch hunters rooted out heathens, heretics, and profane magic users that might have threatened to corrupt the populace's staunch faith.

Unfortunately, faith and steel alone proved unable to stem the tide of the Ashen Empire's undead hordes. Faced with the choice between destruction and compromise, the leadership of Marignon chose the latter, forging a [[DealWithTheDevil pact]] with TheLegionsOfHell to save them. Bolstered by infernal forces, Marignon's armies finally managed to destroy the Ashen Empire and its undead hordes. This victory, however, came at a terrible price -- as part of the pact, Marignon must now provide the Infernal Lords with a steady flow of blood sacrifices. As a consequence, the witch hunters have since been disbanded, and the Inquisition has assumed responsibility for regulating the sacrifices in question according to stringent controls and ensuring Marignon's faithful are not seduced into outright devil worship; only time will tell if they are only forestalling the inevitable. Meanwhile, Marignon's new Naval Academy has been developing new shipbuilding and navigation techniques and training admirals to use them, opening up vast new lands on the other side of the ocean as potential sources of new wealth, converts, and sacrifices.

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[[folder:Marignon]]
'''Marignon, Fiery Justice'''
[[folder:Man]]
'''Man, Tower of Avalon'''
(Middle Age)\\
'''Marignon, Conquerors '''Man, Tower of the Sea''' Chelms''' (Late Age)

The empire of Ermor at its height covered vast stretches of territory within its borders, incorporating several diverse cultures A feudal kingdom that emerged in the Middle Age, founded by a human tribe known as the Logrians who conquered Tir na n'Og and creeds. Officially, all of these were meant to be subsumed within and replaced by discovered the all-encompassing New Faith secrets of the empire; realistically, however, the empire's very extent made this rather infeasible to properly enforce. The province Forest of Marignon, the former homeland of the Marverni, absorbed a considerable amount of Ermorian cultural and religious influence but maintained a great deal of local autonomy, with day-to-day administration and tax collection duties falling to a local aristocracy of landowners. Another unique development was the House of Fiery Justice, a religious body that developed independently in Marignon and eventually grew powerful enough to take the reins of power in Marignon once the Fall of Ermor effectively obliterated the imperial government. As the true nature of the threat of the Ashen Empire that now ruled Ermor's old heartland became clear, the House of Fiery Justice tightened its control on Marignon's society; holy armies spearheaded by the knightly Order of the Sacred Chalice were sanctioned to drive back and destroy the undead menace, while on the home front inquisitors and witch hunters rooted out heathens, heretics, and profane magic users that might have threatened to corrupt the populace's staunch faith.

Unfortunately, faith and steel alone proved unable to stem the tide of the Ashen Empire's undead hordes. Faced with the choice between destruction and compromise, the leadership of Marignon chose the latter, forging a [[DealWithTheDevil pact]] with TheLegionsOfHell to save them. Bolstered by infernal forces, Marignon's armies finally managed to destroy the Ashen Empire and its undead hordes. This victory, however, came at a terrible price -- as part of the pact, Marignon must now provide the Infernal Lords with a steady flow of blood sacrifices. As a consequence, the witch hunters have since been disbanded, and the Inquisition has assumed responsibility for regulating the sacrifices in question according to stringent controls and ensuring Marignon's faithful are not seduced into outright devil worship; only time will tell if they are only forestalling the inevitable. Meanwhile, Marignon's new Naval Academy has been developing new shipbuilding and navigation techniques and training admirals to use them, opening up vast new lands on the other side of the ocean as potential sources of new wealth, converts, and sacrifices.
Avalon.



* BowAndSwordInAccord: The Wardens wield both longsword and crossbow.
* TheFairFolk: Man is a human kingdom, but they rely on ancient secrets of the Tuatha for the source of their power.
* FantasyCounterpartCulture: Medieval Britain, mixing both English and Celtic aspects.
* TheHecateSisters: The Witches of Avalon are divided into the ranks of Daughter, Mother, and Crone by seniority.
* KnightInShiningArmor: They also have a touch of Myth/ArthurianLegend, what with Avalon and all. They even have the Green Knight as a hero.
* LadyAndKnight: The Witches of Avalon and the Wardens have this dynamic in the Middle Age.
* LastOfHisKind: While the Witches of Avalon have supposedly gone extinct by the Late Age, a story event can lead to the discovery that at least one of them still survives.
* TheMagicGoesAway: In the Late Era, they're described as suffering from magical Drain. [[GameplayAndStorySegregation You can create a pretender with high magic scales]], but that's a waste given their researchers' ability to ignore magical drain.
* UnequalRites: In the Middle Age, magic in Man is practiced primarily by the all-female Witches of Avalon, who specialize in [[GreenThumb Nature magic]] and lean heavily on the harmony end of HarmonyVersusDiscipline. By the Late Age, the witches are all but extinct, and magic is mainly practiced by the studious, disciplined, all-male Magisters, who dabble in nearly every field of magic ''but'' nature.
[[/folder]]

[[folder:Marignon]]
'''Marignon, Fiery Justice''' (Middle Age)\\
'''Marignon, Conquerors of the Sea''' (Late Age)

The empire of Ermor at its height covered vast stretches of territory within its borders, incorporating several diverse cultures and creeds. Officially, all of these were meant to be subsumed within and replaced by the all-encompassing New Faith of the empire; realistically, however, the empire's very extent made this rather infeasible to properly enforce. The province of Marignon, the former homeland of the Marverni, absorbed a considerable amount of Ermorian cultural and religious influence but maintained a great deal of local autonomy, with day-to-day administration and tax collection duties falling to a local aristocracy of landowners. Another unique development was the House of Fiery Justice, a religious body that developed independently in Marignon and eventually grew powerful enough to take the reins of power in Marignon once the Fall of Ermor effectively obliterated the imperial government. As the true nature of the threat of the Ashen Empire that now ruled Ermor's old heartland became clear, the House of Fiery Justice tightened its control on Marignon's society; holy armies spearheaded by the knightly Order of the Sacred Chalice were sanctioned to drive back and destroy the undead menace, while on the home front inquisitors and witch hunters rooted out heathens, heretics, and profane magic users that might have threatened to corrupt the populace's staunch faith.

Unfortunately, faith and steel alone proved unable to stem the tide of the Ashen Empire's undead hordes. Faced with the choice between destruction and compromise, the leadership of Marignon chose the latter, forging a [[DealWithTheDevil pact]] with TheLegionsOfHell to save them. Bolstered by infernal forces, Marignon's armies finally managed to destroy the Ashen Empire and its undead hordes. This victory, however, came at a terrible price -- as part of the pact, Marignon must now provide the Infernal Lords with a steady flow of blood sacrifices. As a consequence, the witch hunters have since been disbanded, and the Inquisition has assumed responsibility for regulating the sacrifices in question according to stringent controls and ensuring Marignon's faithful are not seduced into outright devil worship; only time will tell if they are only forestalling the inevitable. Meanwhile, Marignon's new Naval Academy has been developing new shipbuilding and navigation techniques and training admirals to use them, opening up vast new lands on the other side of the ocean as potential sources of new wealth, converts, and sacrifices.
----



* TheWitchHunter: Middle Age. Marignon's Witch Hunters of this era take their jobs ''very'' seriously, and are even better at fighting than most Marignese troops; [[ArmorOfInvincibility if you equip them for that]], anyway.



[[folder:Man]]
'''Man, Tower of Avalon''' (Middle Age)\\
'''Man, Tower of Chelms''' (Late Age)

A feudal kingdom that emerged in the Middle Age, founded by a human tribe known as the Logrians who conquered Tir na n'Og and discovered the secrets of the Forest of Avalon.

to:

[[folder:Man]]
'''Man, Tower of Avalon'''
[[folder:Mekone/Phlegra]]
'''Mekone, Brazen Giants''' (Early Age)\\
'''Phlegra, Deformed Giants'''
(Middle Age)\\
'''Man, Tower of Chelms''' '''Phlegra, Sleeping Giants''' (Late Age)

Age)\\
A feudal kingdom that emerged nation introduced in the Middle Age, founded by ''Dominions 5''. Mekone is a nation of giants and their human tribe slaves, known as helotes, that seek to rid the Logrians who conquered Tir na n'Og and discovered the secrets world of the Forest gods of Avalon.man.

A later patch introduced Phlegra. After the Gigantes of Mekone lost in their war against the gods, they were punished for their sins. They now appear as deformed giants cursed with a violent temper. The highest caste, known as Tyrants, rule with the assistance of Oppressors, unscrupulous mages who enslave other mages and act as powerful communion masters.

In the Late Age, introduced in a third patch, the Tyrants have been absent for centuries having killed each other off in in-fighting and the Oppressors now rule their human slaves unopposed, with the warrior-caste of Younger Cyclopes being the only non-humans left in the realm. The only ones the Oppressors fear are the few Tyrants that lay imprisoned under mountains, their undying rage against the gods causing the mountains to spew fire and molten rock.



* BowAndSwordInAccord: The Wardens wield both longsword and crossbow.
* TheFairFolk: Man is a human kingdom, but they rely on ancient secrets of the Tuatha for the source of their power.
* FantasyCounterpartCulture: Medieval Britain, mixing both English and Celtic aspects.
* TheHecateSisters: The Witches of Avalon are divided into the ranks of Daughter, Mother, and Crone by seniority.
* KnightInShiningArmor: They also have a touch of Myth/ArthurianLegend, what with Avalon and all. They even have the Green Knight as a hero.
* LadyAndKnight: The Witches of Avalon and the Wardens have this dynamic in the Middle Age.
* LastOfHisKind: While the Witches of Avalon have supposedly gone extinct by the Late Age, a story event can lead to the discovery that at least one of them still survives.
* TheMagicGoesAway: In the Late Era, they're described as suffering from magical Drain. [[GameplayAndStorySegregation You can create a pretender with high magic scales]], but that's a waste given their researchers' ability to ignore magical drain.
* UnequalRites: In the Middle Age, magic in Man is practiced primarily by the all-female Witches of Avalon, who specialize in [[GreenThumb Nature magic]] and lean heavily on the harmony end of HarmonyVersusDiscipline. By the Late Age, the witches are all but extinct, and magic is mainly practiced by the studious, disciplined, all-male Magisters, who dabble in nearly every field of magic ''but'' nature.
[[/folder]]

[[folder:Mekone/Phlegra]]
'''Mekone, Brazen Giants''' (Early Age)\\
'''Phlegra, Deformed Giants''' (Middle Age)\\
'''Phlegra, Sleeping Giants''' (Late Age)\\
A nation introduced in ''Dominions 5''. Mekone is a nation of giants and their human slaves, known as helotes, that seek to rid the world of the gods of man.

A later patch introduced Phlegra. After the Gigantes of Mekone lost in their war against the gods, they were punished for their sins. They now appear as deformed giants cursed with a violent temper. The highest caste, known as Tyrants, rule with the assistance of Oppressors, unscrupulous mages who enslave other mages and act as powerful communion masters.

In the Late Age, introduced in a third patch, the Tyrants have been absent for centuries having killed each other off in in-fighting and the Oppressors now rule their human slaves unopposed, with the warrior-caste of Younger Cyclopes being the only non-humans left in the realm. The only ones the Oppressors fear are the few Tyrants that lay imprisoned under mountains, their undying rage against the gods causing the mountains to spew fire and molten rock.
----

to:

* BowAndSwordInAccord: The Wardens wield both longsword and crossbow.
* TheFairFolk: Man is a human kingdom, but they rely on ancient secrets of the Tuatha for the source of their power.
* FantasyCounterpartCulture: Medieval Britain, mixing both English and Celtic aspects.
* TheHecateSisters: The Witches of Avalon are divided into the ranks of Daughter, Mother, and Crone by seniority.
* KnightInShiningArmor: They also have a touch of Myth/ArthurianLegend, what with Avalon and all. They even have the Green Knight as a hero.
* LadyAndKnight: The Witches of Avalon and the Wardens have this dynamic in the Middle Age.
* LastOfHisKind: While the Witches of Avalon have supposedly gone extinct by the Late Age, a story event can lead to the discovery that at least one of them still survives.
* TheMagicGoesAway: In the Late Era, they're described as suffering from magical Drain. [[GameplayAndStorySegregation You can create a pretender with high magic scales]], but that's a waste given their researchers' ability to ignore magical drain.
* UnequalRites: In the Middle Age, magic in Man is practiced primarily by the all-female Witches of Avalon, who specialize in [[GreenThumb Nature magic]] and lean heavily on the harmony end of HarmonyVersusDiscipline. By the Late Age, the witches are all but extinct, and magic is mainly practiced by the studious, disciplined, all-male Magisters, who dabble in nearly every field of magic ''but'' nature.
[[/folder]]

[[folder:Mekone/Phlegra]]
'''Mekone, Brazen Giants''' (Early Age)\\
'''Phlegra, Deformed Giants''' (Middle Age)\\
'''Phlegra, Sleeping Giants''' (Late Age)\\
A nation introduced in ''Dominions 5''.
AbdicateTheThrone: Presumably how Mekone is can recruit a nation of giants and their human slaves, known as helotes, Basileus sage-king every two months, since the description says that seek to rid the world of the gods of man.

A later patch introduced Phlegra. After the Gigantes of
only one runs Mekone lost in their war against the gods, they were punished for their sins. They now appear as deformed giants cursed with at a violent temper. The highest caste, known as Tyrants, rule with the assistance of Oppressors, unscrupulous mages who enslave other mages and act as powerful communion masters.

In the Late Age, introduced in
time. (In RealLife, Sparta had two kings at a third patch, the Tyrants have been absent for centuries having killed each other off in in-fighting and the Oppressors now rule their human slaves unopposed, with the warrior-caste of Younger Cyclopes being the only non-humans left in the realm. The only ones the Oppressors fear are the few Tyrants that lay imprisoned under mountains, their undying rage against the gods causing the mountains to spew fire and molten rock.
----
time.)
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* WhatHappenedToTheMouse: Uruk has no presence in the Late Ages. While nothing is outright said about its fate, it's strongly implied that it was conquered by Arcoscephale during the Great Conqueror's campaign past Gath. Late Arcoscephale was considered a Babylonian faction in earlier games, even having Sirrushes (Mushussus) before Dominions 4.
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* SealedEvilInACan: Starting from turn 15, Late Age Phlegra can experience a special event where The Burning Mountain (a capital magic site that gives 3 fire gems a turn and increases Heat scales) erupts. This kills population and causes unrest, as well as spawning Encelados the First of the Gigantes, a special national hero. The Shattered Volcano left behind produces 1 fire and death gem per turn, and allows the recruitment of Laestrygonian Tyrants (and regular Laestrygonian troops, if Gigantomachia is active.)

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* SealedEvilInACan: Starting from turn 15, Late Age Phlegra can experience a special event where The Burning Mountain (a capital magic site that gives 3 fire gems a turn and increases Heat scales) erupts. This kills population and causes unrest, as well as spawning Encelados the First of the Gigantes, a special national hero. The Shattered Volcano left behind produces 1 fire and death gem per turn, and [[TheMagicComesBack allows the recruitment of Laestrygonian Tyrants Tyrants]] (and regular Laestrygonian troops, if Gigantomachia is active.)
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* AnthropomorphicPersonification: The Panii represent the raw power of the natural world, which they understand as "the wild", mainly through their magic. In the Early Ages, they manipulate [[BloodMagic the life force that all beings with Blood possess]], [[DishingOutDirt the Earth itself]], and mainly the plants and animals. The first of these is considered more [[TheDarkArts abhorrent]] than awesome by everyone in the Middle Ages, so the Panii mostly abandon it, though those in Asphodel weaponize the horrifying effect of decay to replace it. As nature loses some of its power over sapient beings (especially in the Late Ages), the Panii lose some of their powers in Nature magic, though their command of the Earth is undiluted.


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* EndOfAnAge: Late Pangaea is implied to be the last hurrah of the Panii, as their peers are no longer gripped with revelry of nature.


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* FantasyCounterpartCulture: Early Pyrène is based in Basque mythology, though the name is from Greek myth; the actual Bekrydes were Anatolians, but Greeks of the time thought they came from the Pyrenees, and claimed the mountains were named after a Bekryde princess Hercules killed. Middle Pyrène is far more Spanish, with the core of the nation (the Akelarre of witches led by goats) coming from [[Creator/FranciscoDeGoya Francisco de Goya's]] ''[[Art/WitchesSabbath1798 Witches' Sabbath]]''.


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* WhatHappenedToTheMouse: Pyrène doesn't appear at all in the Late Ages... though given that Marignon is said to have noticed the blood magic, and how Late Marignon is a bit more Spanish than Middle Marignon, it's not hard to guess what happened.

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* NightOfTheLivingMooks: Scelarian priests are can raise a sizable undead army. In Middle Age Ermor, the undead rise on their own.

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* NightOfTheLivingMooks: Scelarian priests are can raise a sizable undead army. In Middle Age Ermor, the undead rise on their own.own.
* OldMagic:
** Early Age Ermor already has some, specifically the magic of the pagan Numina[[note]]divinities[[/note]]. The remaining Flamines of the Old Faith were trained to honor different entities, and it's tough to hire many of a single path. Flamines of Nature can summon Lares, [[LoserDeity gods of houses and other random things]] who possess slightly greater magic; ironically, these Lares outlive the New Faith that supplanted them and their superiors, as Pythium keeps their rituals.
** Middle Age Ermor's Dusk Elders are primarily Death mages, but they preserve some of the Fire and Astral magic they once used in their auguries. They're also said to know the older Ermorian magic, represented by some of them having levels in paths only the Flamines had.



* StartOfDarkness: 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. [[spoiler: This doesn't stop them from making their own place a desolate wasteland of ghosts by doing the same thing again]]
* ZombieApocalypse: Middle Age Ermor. Tons of Dead Legionairres who come out of the ground and murder everything in sight, while the living population is converted into both gouls and skeletons en masse.

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* StartOfDarkness: Thanks to it's its 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. [[spoiler: This doesn't stop them from making their own place a desolate wasteland of ghosts by doing the same thing again]]
* ZombieApocalypse: Middle Age Ermor. Tons of Dead Legionairres who come out of the ground and murder everything in sight, while the living population is converted into both gouls ghouls and skeletons en masse.
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* AlphaStrike: Kailasa and the Bandar Log can both play the Celestial Music, which instills quickness in their celestial beings and lets them attack at least '''four''' times each round. For Kailasa, this lets the naked Guhyakas and Yavanas kick their foes to death, hopefully before the defenders cleave through them.


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* PredationIsNatural: ''Dominions 6'' adds Garudas, celestial bird-soldiers who can't help but slaughter every snake they see. In myths, they also eat them. They are thus un-summonable in [[SnakePeople Patala]], where they'd be serial killers.


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* DivergentCharacterEvolution: When Glamour was cleft from Air in ''Dominions 6'', only the female Rakshasas had their Air access replaced with it, while the males kept Air.


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* SquishyWizard: [[AvertedTrope Averted]], and quite drastically at that. The Bandar witches are slightly weaker than their male counterparts, but that can be chalked up to sexual dimorphism, and they're still [[KillerGorilla gorillas]]. In fact, the Bandar blood-monks are ''stronger'' than most of their brothers.
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* ArcherArchetype: Longbowmen, much like in real life.
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* FantasticRacism: Deconstructed and ''Reconstructed'' by Gath. The Kohanim have found that all humans and all giants have the same Blood, so they aren't so different after all. However, since humans are a lot more common than giants, this has made humans the fodder of choice for [[HumanSacrifice Blood Sacrifice and demon-summoning]]. Some of the human tribes violently object to this, and so ''all'' of them are banned from blacksmithing, to prevent a strong revolt.

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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 Jinnun 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.

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Ubar is a nation of Jinnun Genies who lord over their human slaves. In the anciet past the most powerful Jinnun Genies, the Ifrit Sultans, 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 Jinnun 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.



* FantasyCounterpartCulture: Ubar and Na'Ba are based off of Middle Eastern civilizations and their folklore, particularly of pre-Islamic Arabia.

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* FantasyCounterpartCulture: Ubar and Na'Ba are based off of Middle Eastern civilizations and their folklore, particularly of pre-Islamic Arabia. Ubar and its capitial, Iram of the Pillars, are taken from the names of lost cities of Arabic folklore. Na'ba's name is a portmenau of Nabatea, the kingdom in modern Jordan that built Petra, and Sa'ba, a kingdom in modern Yemen believed to have been the inspiration for the Biblical Sheba.
* GameplayAndStoryIntegration: The Ifrit Sultans were led by their Awakening God in their rebellion against the Pantokrator. As a result, you cannot select an Awake Pretender as Ubar.



** 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 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:

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** 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 warriors who are only able to come out and play after their cities, Jannah and the City of Brass, is are 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 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.

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*** 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.recruited, but thanks to their exile they didn't participate in the rebellion of the Ifrit Sultans and so can be summoned at any time.



*** 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.

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*** Ghuls [[OurGhoulsAreCreepier 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.

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* BloodMagic: Averted in Middle Age, the Colossi queens abandon the practices, whether due to HeelFaceTurn or practicality is not explained.

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* BloodMagic: Averted in Middle Age, the Colossi queens abandon the practices, practices; whether this was due to HeelFaceTurn a HeelFaceTurn, an agreement to avoid Arcoscephale's wrath, or out of practicality on the isle is not explained.



* HiddenElfVillage: Phaeacia, mainly for the Colossi (and the descendants of other prominent Berytians). Phaeacia happens to be located next to Black Korkyra, a second Hidden Elf Village containing un-mutated Gigantes.
* OldMagic: In ''Dominions 6'', the Fire Magic of Berytos falls out of practice in Phaeacia, even though it was the specialty of Colossi women in both Berytos and Machaka, and Phaeacia's Colossi Queens can't cast a single spell their Machakan ancestors once used.



* BalanceBuff: Eriu was reworked in ''Dominions 6'' to account for a spot of PowerCreep over the years, especially to close the gap a bit with Man. The retooling gave Eriu standard mages outside the capital (as opposed to just the [[MagicKnight expensive Mage-Lords]] and level-1 Bards of before), a Man-at-Arms unit to sorta compare to Man's Landless Knight, and Fir Bolg Charioteers; as a trade-off, it restricted recruitment of the Fir Bolg to highlands within-and-outside the capital.



* {{Geas}}: Given to these factions (and Man) in ''Dominions 6''. An elf, witch, or bard can place a geas on someone moderately close-by, and they're unlikely to resist it. The command is always to have the person go after those closer than the caster in battle (even the person's friends), only especially-brave units will disobey, and the punishment for disregarding the geas is a curse.



* 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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* 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!The rift was somewhat closed in ''Dominions 6''.
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* ZeroPercentApprovalRating: A nation of barbaric humans, fighting an offensive war against both the non-human races and (in the case of Vanheim) their new human followers, turning the magic of their foes against them. While diplomacy was a meta-game before Dominions 6, it's not hard to see why these guys didn't survive the Middle Ages.


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* GruesomeGoat: The Akerbeltz are ''very'' similar to {{Baphomet}}, the "goat-man Satan", and their only explanation in-game is that they seem similar to the Pandemoniacs (bloody sheep-giants). They've brought the Blood Sabbath to Pyrène, calling it the Akelarre, and their influence has brought the nation towards HollywoodSatanism.
* HandsomeHeroicCaveman: The primary race of Pyrène is the Bekrydes, Cavemen who have ''almost'' caught up with the rest of humanity (unlike most independent Cavemen) under the tutelage of giants. You can find independent Bekryde tribes who are a bit less advanced, but still more advanced than the average Cavemen. The gap has all-but-closed by the Middle Ages, but they're still stronger and [[WeakToMagic weaker to magic]] than most.


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* RadiationInducedSuperpowers: The Bishops of Middle Pyrène are exposed to radiation from the "[[GreenRocks Green-Flame Emerald]]", a gem they took from the Abysians who besieged them, which steals ten years of their lifespan but gives them [[RemovedAchillesHeel normal-human levels]] of Magic Resistance.


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* YouCantGoHomeAgain: Middle Pyrène abandons the caves of its forefathers, since the giants they once lived amongst died in them, and possibly out of the trauma of being besieged beneath the earth.
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** [[AmazonBrigade Feminie]] was a piece of former Sauromatia that, while its misandry didn't allow for direct teaching by Ind, was still seduced by the Kingdom's magic and tried their best to learn it. They thus went for the abbeys left behind in their overlords' wake, taking on their more-esoteric secrets and becoming the strongest heirs to Ind's Astral legacy. They even reverse-engineered the divine shroud that made Ind unperceivable, deriving their own tradition of [[MasterOfIllusion Glamour magic]] from it, and are skilled enough to fool the divine decree sealing the [[{{Nephilim}} Lost Tribe]].
** The [[LittlePeople Little Horned Men]] of Piconye were in many petty kingdoms before Ind found them, largely disorganized due to being [[{{Lilliputians}} small enough for birds to prey on them]]. Never knowing a greater centralized force than Ind's Kingdom or Ind's religion, they kept the latter and eventually made their own version of the former, using most of the same temporal and religious titles as their human predecessors. Among these positions are the titles of Abbot and Magus, so the little guys have also maintained Ind's magic, though [[IneptMage they're not very good at it]].
** The [[{{Dogfaces}} Cynocephalians]] were among the most uncivilized peoples in Ind, but Ind's Viceroy Primates succeeded in civilizing most of them, who began to call themselves the Calystrii. In fact, the Calystrii replaced the Viceroys when Ind fell, and have been civilizing ''themselves'' to this very day; they're now under a senatorial republic called Andramania, with the upper echelons [[CantArgueWithElves now viewing humans as inferior]] and even considering veganism. Their capabilities with Ind's magic are a little better than Piconye's, albeit with an innate proclivity towards Nature magic and an innate problem mastering Astral magic, and they apply the title of "Magus" to all mages in the republic; on the other hand, Andramania views religion as little more than a tool of the state, and has the least-impressive priests of the three post-Ind factions.


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* FeatheredFiend: Every summer, the lands of Piconye within Ind are harangued by flocks of strange birds, "and there is much carnage". These birds are slightly-bigger than hawks, possess long beaks, and are sometimes counted among the entourage of Ind's national "[[ThePhoenix Birds of Splendor]]". Independent Piconye in the Late Ages uses these birds as war mounts, much like how some Amazons ride Grpyhons.


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* NatureVersusNurture: A strong element of Andramania. Aside from VegetarianCarnivore below, the republic is consistently pushing its constituents to perfect Ind's magic, but it can't seem to get over their natural preference towards Nature magic, something they [[OldMagic associate with the shamanism of old]]. Most government Magii bar themselves from using Nature magic, but they drop this self-restriction upon attaining the decision-making rank of Senator, if only to try and figure out what's wrong with themselves and their own species.


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* VegetarianCarnivore: The "Serene" Calystrii of Andramania are vegetarians by-choice, and man-bodied dogs by heritage. ''Very'' few Calystrii are disciplined enough to keep such a diet, and the Serene Ones are incredibly unhealthy by the standards of their kin, [[WeakButSkilled though their mastery of swordplay is almost unmatched among mortals]].

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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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* 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 (though Andramania is a different concept to the tribes of Gog and Magog).Magog).
* BalkanizeMe: Ind is a Kingdom of Kingdoms and various subjugated tribes, all of which go their separate ways after the Khans (who would later destroy T'ien Ch'i's Empire) give the Pester King a battlefield death. The vassal Kingdom of Orionde, and the tribes of Azenach, Agrimandi, Fommepori, and Vintefolei, all [[WhatHappenedToTheMouse disappear]]. The peoples who were "civilized" by Ind are all playable in the Late Ages, each as their own kingdoms who took somewhat-different inheritances from their former overlords.



* FantasyCounterpartCulture: Ind has Indian influences in its palace court culture and its names, but it has Central Asian influences as well. Its geographical location[[note]]between Kailasa, Sauromatia, and T'ien Ch'i[[/note]] and fate allude to Khwarazm in Central Asia, an empire that existed for two hundred years before offending [[{{UsefulNotes/GenghisKhan}} Genghis Khan]] and being humiliated to death.
* HiddenElfVillage: Ind proper (its capital province) is incredibly different from the rest of Ind's provinces, to say nothing of its differences from the rest of the world, and it's strongly implied to be a city-state (if not just something like the Vatican) with exaggerated influence. The only "proper Indians" seen off-capital are abbots who stay in their missions, and bishop viceroys brave enough to handle the sheer uncivility of the outside world.



** 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.

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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. Fortunately again, Feminie has no idea of how to even 'begin' cast it. ''Unfortunately'' again, they've uncorked someone who ''does'' know where to start...

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