Ars Magica is quoted as a source of inspiration for Dominions, so why not make the Order of Hermes into the game?
Order of Hermes, new nation for both Middle and Late Ages.
The Order presented here borrows mainly from Ars Magica, but also includes some Mage: the Ascension. For the national summons, monsters from Rune Quest are starring.
MA Order of Hermes: Great Alliance
MA Order is an alliance of Hermetic Houses, whose members are powerful and versatile mages that cover every Path. However, their troops are composed of Grogs, lowly and untrained chaff. The only trained soldiers are lightly armed and expensive, being the Custos the better. Religion is of tertiary importance to the Order, so only a generic Priest is available to recruit, and no sacred units.
Sneak peak of mages, heroes and summons:
LA Order of Hermes: Mystic Traditions
The Order suffered devastating internal struggles in the past age. First, House Tremere became vampires during their search for immortality (but hermetic mages still know a spell to contact Tremere vampires). Civil war followed, and the Tremere were expelled, but not destroyed. House Merinita disappeared after other hermetics shunned them as lowly witches. House Verditius left to join Man and Ulm.
Meanwhile, the oldest hermetic masters had their sanity destroyed by their own overwhelming magical powers. These mad mages are known as Marauders. The Order still relies on them for time to time, but are as powerful as are chaotic.
Religion gained more influence and support, in the form of a new House: the Celestial Chorus, and a monastic warring order known as the Cabal of Pure Thought, whose members are the mighty Gabrielite knights.
Another sneak peak:
To discover more, the file: