Dominions/Characters

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

Abysia

 * Blood Magic : Their thematic Pretender has access to it.
 * Humanity Ensues: By the Lage Age, the Humanbreds heavily outnumber the pure-blooded Abysians.
 * Dishing Out Dirt
 * Light'Em Up
 * Playing with Fire : They're basically djinns.
 * Start of Darkness: Thanks to demonic infiltration, Abysia began to study blood magic and experiment with crossbreeding.
 * Virgin Sacrifice : Par the Blood Magic.
 * Wreathed in Flames: The Burning Ones of the Early Age. All Abysians radiate heat, save for the Humanbreds.

Agartha

 * Cyclops: The Pale Ones are all one-eyed (mechanically that means they cant shoot a monolith at close range.)
 * Casting a Shadow
 * Dishing Out Dirt
 * Golems: Middle 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.

Arcoscephale

 * Fantasy Counterpart Culture: Ancient Greece with Macedonian elements in the Late Age.

Atlantis
Somehow that applies to their morality as well. Decent people in Early and Middle Age they become monsters in the late.
 * Fish People : Deep Ones, yes those
 * An Ice Person: Late Age
 * Itgotworse : Their territory was slowly taken by R'lyey as the age past until they were forced on the earth.
 * Making a Splash
 * Moral Event Horizon: Interbreeding with the Mictlan and reinstauring the blood cult and initiating their priests in Black Magic

Bogarus

 * Blood Magic
 * Crystal Dragon Jesus: The Exarchs and Eparchs.
 * Fantasy Counterpart Culture: Kievan Rus.

Caelum

 * Blow You Away
 * Fallen Angel : The black-winged Raptor are described as practitioners of the dark arts and exiled in the Middle Age.
 * It Got Worse : They return in the Late, as rulers and kings.
 * Winged Humanoid

C'tis

 * Casting a Shadow
 * Dark Is Not Evil : They are respectable necromancers and their death mages are priests.
 * Fantasy Counterpart Culture: Egypt and Babylon.
 * Lizard Folk
 * Mummy: Late Age death mages can reanimate mummified priests.

Ermor

 * 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.
 * 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.
 * Face Heel Turn
 * Fantasy Counterpart Culture: Ancient Rome.
 * Idiot Plan : No, using necromancy for raising your late prophet is not a good idea, not in the least.
 * 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 has been forced into an uneasy compromise to keep Death from breaking loose.
 * Zombie Apocalypse: Late Age.

Fomoria

 * The Fair Folk

Helheim

 * Blood Magic
 * Casting a Shadow
 * The Fair Folk
 * Valkyries
 * Virgin Sacrifice

Hinnom/Ashdod/Gath

 * Bible Times
 * Blood Magic: Early Age only.
 * Fantasy Counterpart Culture: Ancient Canaan, with elements of Biblical Israel.
 * 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

 * Everything's Better with Monkeys
 * Light'Em Up
 * Snake People: The Late Age Nagas.

Lanka

 * Blood Magic
 * Casting Achadow
 * Green Thumb
 * Maniac Monkeys
 * Our Demons Are Different: They end to gluttonous and take extra damage from fire.

Machaka

 * Fantasy Counterpart Culture: Ancient Africa
 * Giant Spider: Their used as cavalry mounts.
 * Playing with Fire

Marignon

 * Blood Magic: Late Age.
 * Knight Templar
 * Playing with Fire
 * Virgin Sacrifice: Late Age.

Marverni

 * Fantasy Counterpart Culture: The Gauls.
 * Dishing Out Dirt
 * Green Thumb
 * Light'Em Up
 * Virgin Sacrifice

Mictlan

 * 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.

Niefelheim/Jotunheim/Utgård

 * Our Giants Are Bigger

Oceania

 * Fauns and Satyrs: The ichtysatyrs of Middle Age.
 * Green Thumb
 * It Got Worse : In the Middle Age they were losing to Atlanteeans until R'lyeh enslaved them. Late Age, they are not aroud anymore.
 * Making a Splash
 * Our Centaurs Are Different: The Middle Age has ichtycentaurs, which resemble a cross between a centaur and a hippocampus.
 * Our Mermaids Are Different: The Nerid is an available pretender for them, while mermen are part of the infantry.
 * Sirens Are Mermaids: Subverted. When they move to a land province, they become half-bird.
 * Voluntary Shapeshifting: Mermen, ichtysatyrs, ichtycentaur, and sirens can all shape-change when they go on land.

Pangaea

 * A Load of Bull: Minotaurs are part of the army, while two of the pretenders they can start with are giant bulls.
 * Blood Magic: Mostly confined to the Early and Middle Ages.
 * Casting a Shadow: The Late Age Black Dryads and Panic Apostates are pretty heavy users of it Combine it the nature magic and you have instant manikin spam!
 * Classical Mythology
 * Fauns and Satyrs: Satyrs are the basic infantry unit and scout. The female counterpart, Dryads, serve as commanders and priestesses.
 * Green Thumb
 * Harping on About Harpies: Their hit points, attack, and moral leave much to be desired, but if used correctly they can devastate unprepared archers and mages.
 * Our Centaurs Are Different
 * Virgin Sacrifice

Pythium

 * 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.

R'lyeh

 * Cthulhumanoid: Middle and Late Ages.
 * Light'Em Up
 * Light Is Not Good
 * Making a Splash
 * Starfish Aliens

Sauromatia

 * Amazon Brigade: A large portion of Sauromatia's armies is composed of women.
 * Casting a Shadow
 * Blood Magic
 * Hydra Problem: Hydras can recruited from the capitol for a hefty price. Sauromatia is also capable of summoning the Daughter of Typhon.
 * I'm a Humanitarian: The tribe of the Androphags practices cannibalism.
 * Virgin Sacrifice

Tir na n'Og/Eriu

 * The Fair Folk

T'ien Ch'i

 * Fantasy Counterpart Culture: Imperial China.

Ulm

 * Blood Magic: Late Age.
 * Dishing Out Dirt
 * Expy: Early Age is pretty heavily based off Cimmeria
 * Fantasy Counterpart Culture: Germany.
 * Our Ghouls Are Creepier: They're a Late Age capitol only unit.
 * Our Vampires Are Different: The Late Age spell Sanguine Heritage can call forth a Vampire Count. The Vampire Queen is also one of the available pretenders.
 * The Teutonic Knights
 * Überwald: Especially the Late Age.

Vanheim/Midgård

 * Blood Magic
 * Our Werewolves Are Different: Middle and Late Ages.
 * The Fair Folk
 * Virgin Sacrifice

Yomi/Shinuyama/Jomon

 * Fantasy Counterpart Culture: Medieval Japan.
 * It Got Better : The humans of Jomon have successfully broken the might of their bakemono and oni masters.
 * Samurai
 * Youkai