Dominions 3: The Awakening

Dominions 3: The Awakening is a turn-based fantasy strategy game with strategic planning phase and automated tactical combat. It is scheduled to be released on Oct. 2nd, 2006. It is the third part of the Dominions series from Illwinter: ''They are returning. Awakening from a slumber beyond comprehension to mortals. Awakening to a world they once tried to claim. They promise much to their followers, and to their enemies they will deliver blood, fire, and death.''
 * Predecessor: Dominions2:_The_Ascension_Wars

''The coming chaos is a rebirth of a fire long thought quenched. The Akashic records recall the Age when the world was ripe with pretenders, a legion claiming divinity. Then the Pantokrator ascended to true godhood. Bearing dominion over all, from the Heavens down to the deepest recesses of the ocean, the Pantokrator hunted down the false pretenders, casting them into eternal imprisonment. Not all pretenders were vanquished though; indeed, a great many managed to hide away and bide their time.''

''Now a new Age has dawned. The Pantokrator is gone. And now the pretenders who cowered beneath the Pantokrator's rule all those long years dare to show themselves again. Moreso, their newly remembered hubris has led once more to a war for true ascension to godhood. But they are not alone.''

''The ancient ones banished by the Pantokrator have broken their shackles. They are awakening.''

''There can only be one. A new chapter in the Akashic records is about to be written in the tattered flesh of the fallen...''

The world of Dominions is a magical world and magic will be of great importance to the Pretender's aspirations of godhood. The magic energies ultimately derives from the celestial bodies. The spheres predestines the fates and lives of priests and peasants.

The power of the spheres, the Arcana, empowers the nature in all its forms. It makes fires burn with heat and blaze, plants to grow and lightning to strike during storms. The Arcana is shattered into a spectrum of powers upon entry into the atmosphere. The six forms of lesser arcana are the Four Elements, Nature and Death.

But Arcana is not the sole source of magic power. The life blood of the living is inherently magical. It is the magic in the blood that allows heroes to perform great feats, babies to be born and emotions to stir. Blood magic is the mastery of this power. Unfortunately the magic in the blood is diluted at best. Few mages can tap enough strength from their own blood to be able to perform magic feats. To do so the blood mage must spill the blood of other people.

Table of Contents

 * /Things to Know/
 * /Nations/
 * /The Ages/
 * /God Design/
 * /Physical Form/
 * /The Paths of Magic/
 * /Blessings/
 * /The Scales of Dominion/
 * /The Awakening/
 * /Magic/
 * /Magic Sites and Magic Gems/
 * /The Schools of Magic/
 * /Spells & Rituals/
 * /Global Enchantments/
 * /Magic Items & Forging/
 * /Troops/
 * /Regular troops/
 * /Summoned troops & creatures/
 * /Commanders/
 * /Mages/
 * /Priests/
 * /Buildings/
 * /Fortresses/
 * /Laboratory/
 * /Temple/
 * /Special sites/
 * Items (Weapons, armors, rings, trinkets, etc.)
 * /First Turns/
 * /Tactical Battles/
 * /Special Tactics/