All contestants in Dominions are Pretender Gods, claimants to the title of "capital G" God. While their religion has impact upon their Dominion, Pretenders are not yet at the level of transcending physical existence, and their bodies are in-game to play with (and against).
All Pretender Gods are "lowercase g" gods designed before the game starts. Each player has a budget of "Pretender Points", with which they buy a body (also known as a "chassis" in most guides), additional magic skill, and facets for their religion. The facets of religion are the effects of its Blessing (purchased with "Bless Points"), its starting Dominion Strength ceiling without Preaching, and its impact on the Scales. That starting Dominion Strength ceiling (or "Dominion Strength") is also the number of Holy Points the nation's Temple-bearing provinces start with.
You must pick a body. This is non-negotiable. Bodies are split into four broad categories with a little overlap. You may not "sell" the features a body comes with for extra points. If the price worries you, you may elect to start out Dormant for 150 extra points, at the cost of your body emerging at least 10 turns late. If that isn't enough, you can start out Imprisoned for another 200 points on top of starting out Dormant (350 total), at the cost of your body emerging at least 33 turns late.
Dominion 4 forms are largely Idols; graven images, important relics, or merely neat spots people revere, possessed with powerful spirits. As the category name implies, they have a starting Dominion Strength of 4. They are decently priced and start with three magic levels, though these levels are typically split between two or three paths. The mix of cheapness and high magic is offset by the immobility of Idols, which limits movement to various transport or teleporting spells found in Enchantment or Thaumaturgy. There are benefits to being "things", however; Idols are incredibly resilient (or at least hard to hit), and all are Innate Spellcasters.
Dominion 3 forms are largely Titans, human (or human-like) beings of Size 8, 9, or occasionally 10. There is an immense amount of these giants and giantesses, though all stick to their own cultural regions; Shinuyama can't worship the Titan of Heaven (not-Zeus), for example. As the category name implies, they have a starting Dominion Strength of 3. Titans are typically very expensive and start with three magic levels. The expensiveness compared to Idols owes to how Titans have full item slots, not to mention their ability to move and punch. It is generally not recommended to take a Titan, at least for new players, due to the complexity of making a Titan into a reliable one-man army worth their price.
Dominion 2 forms are largely Monsters, beasts of Size 9 or 10. Any player can be a dragon if they so choose, or some other large thing with four legs or wings. As the category name implies, they have a starting Dominion Strength of 2. Monsters are typically expensive and start with two magic levels. Most can barely even Research, however. Their time to shine is well before the late game, before nations might muster similar beings with Conjuration or Construction.
Dominion 1 forms are all Mages, dumb bastards of either human Size (3) or their national race's Size. Very cheap, but with a starting Dominion Strength of 1 and only one (or sometimes two) magic levels, they are the closest thing possible to a blank slate. Their biggest perk is their low entry cost for other paths, letting them build ridiculous un-"Incarnate" Blessings.
Once a Pretender God's body is in the game, they start spreading their Dominion as though they were three Temples, and the "Incarnate" effects of their Blessing begin to work.
A Pretender God's Strength, Magic Resistance, and Hit Points are tied to the Dominion of the province they're in. There is a special case with Hit Points, where Hit Points don't adjust to their maximum until the start of each turn; thus, one may attack from a high-Dominion province into a lower-Dominion province, and benefit from a "temporary health" cushion above their maximum. The following table shows how Dominion affects their stats:
Dominion Strength | Strength | Magic Resistance | Hit Points |
---|---|---|---|
10 | +10 | +5 | +100% |
9 | +9 | +4.5 | +90% |
8 | +8 | +4 | +80% |
7 | +7 | +3.5 | +70% |
6 | +6 | +3 | +60% |
5 | +5 | +2.5 | +50% |
4 | +4 | +2 | +40% |
3 | +3 | +1.5 | +30% |
2 | +2 | +1 | +20% |
1 | +1 | +0.5 | +10% |
– | +0 | +0 | +0% |
1 | -1 | -0.5 | -10% |
2 | -2 | -1 | -20% |
3 | -3 | -1.5 | -30% |
4 | -4 | -2 | -40% |
5 | -5 | -2.5 | -50% |
6 | -6 | -3 | -60% |
7 | -7 | -3.5 | -70% |
8 | -8 | -4 | -80% |
9 | -9 | -4.5 | -90% |
10 | -10 | -5 | -90% |
A Pretender's body is automatically Blessed within their own Dominion (and nowhere else), and a Priest cannot change that. All Sacred troops fighting alongside a Pretender's body are Blessed from the start of battle, within "friendly" Dominion.
The Pretender Gods can be killed, yes. When that happens, they no longer spread Dominion, and the "Incarnate" effects of their Blessing shut off. However, Pretender Gods can be re-summoned.
Re-summoning is done by the "Call God" function, performed by Priests. Each turn a Priest calls their Pretender, they add their Priest level plus-or-minus-1 to a pool; and once that pool reaches 50, the Pretender returns to their capital. If the capital belongs to another nation, a fight ensues.
The return to the world is less than glamorous. It fixes much of your body (about the same as an Immortal's Recuperation pulse), but it may "disenchant" others' perception of you, including those of the forces of magic. You have a 50% chance to lose a level of magic skill in a random path, and each level of Nature magic you have increases the odds by a flat 10%. If this doesn't happen, you lose a point of Dominion Strength instead; and if that can't happen (due to having the minimum Dominion Strength of 1, or due to being a Disciple), you lose a magic level anyway.
You are most likely to lose a level of Nature (due to resurrection being unnatural), and you are least likely to lose Death. As a walkthrough example, let's say a 3335 Pretender dies and comes back:
In summary, the probability of each of the possible outcomes for this specific guy is:
The maximum chance you can get for losing absolutely nothing upon recall is 5-in-6, by having 1 and 10 with no other paths. 2 or higher makes the chance 5-in-12 instead. Alternatively, you could play as Ur or Uruk, to neither lose nor gain from your experience.