Domina can be a lot of things, depending on what the players choose to pursue. There are different levels of esoterica going on:
- a world of political intrigue and swashbuckling seaborne and even airborne adventure in the ascendant civilization of the Asyrean island city-states, a civilization with qualities borrowed from Classical, Renaissance, early 20th-century, and a few Japanese elements. Anyone with ability can seek a higher station in the cultural tumult of the setting, by thieving, leading, offering their services to various factions, or colonizing long-abandoned lands – and retire well! (There are other cultures as well, of course.)
- a world sheltered from the powers of other planes by the Compact, maintained by the only elite power on the world, the Brotherhood of the Arch-Magi, which likes Domina to be a relatively nonthreatening place to pursue their studies, and while they do little to otherwise interfere with the course of human affairs, they are ruthless in dealing with those individuals that begin to approach their power in any way. As characters approach high levels, they must race to Ascend to other planes if they want to continue adventuring – or die at the hands of the Magi!
- a world where men have failed repeatedly, tapping into powers they could not contain as their civilizations grew to the tipping point. The men that fell before – and many of the supernatural ancestors of the humans, the janni – have been twisted by their fall, becoming many of the monsters that lurk throughout Domina. Once again, civilization is ascendant. Is it doomed to repeat the cycle?
Or you can spend ten levels cleaning out goblins that lurk in tunnels below the earth if that's what you really want. The goblins were once human, by the way – the remnants of the first great human power ten thousand years ago.
- a world of political intrigue and swashbuckling seaborne and even airborne adventure in the ascendant civilization of the Asyrean island city-states, a civilization with qualities borrowed from Classical, Renaissance, early 20th-century, and a few Japanese elements. Anyone with ability can seek a higher station in the cultural tumult of the setting, by thieving, leading, offering their services to various factions, or colonizing long-abandoned lands – and retire well! (There are other cultures as well, of course.)
- a world sheltered from the powers of other planes by the Compact, maintained by the only elite power on the world, the Brotherhood of the Arch-Magi, which likes Domina to be a relatively nonthreatening place to pursue their studies, and while they do little to otherwise interfere with the course of human affairs, they are ruthless in dealing with those individuals that begin to approach their power in any way. As characters approach high levels, they must race to Ascend to other planes if they want to continue adventuring – or die at the hands of the Magi!
- a world where men have failed repeatedly, tapping into powers they could not contain as their civilizations grew to the tipping point. The men that fell before – and many of the supernatural ancestors of the humans, the janni – have been twisted by their fall, becoming many of the monsters that lurk throughout Domina. Once again, civilization is ascendant. Is it doomed to repeat the cycle?
Or you can spend ten levels cleaning out goblins that lurk in tunnels below the earth if that's what you really want. The goblins were once human, by the way – the remnants of the first great human power ten thousand years ago.