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  #11  
Old June 17th, 2007, 04:43 PM
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Default Re: New Nation Suggestion

I'm also interested, if anyone posting to this thread is an authority-what the mythic "environment" was like in pre-Islam Turkey, since the area of Turkey itself is such a cultural crossroads and melting-pot.
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  #12  
Old June 17th, 2007, 05:23 PM

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Default Re: New Nation Suggestion

Quote:
Novi said:
We're still missing nations based on Slavic and Arabic legacy.
One of the first things I noticed when looking in the nations for Doms 2. Where's the 40 nights, Sindbad style influence?
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  #13  
Old June 17th, 2007, 05:24 PM

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Default Re: New Nation Suggestion

Quote:
HoneyBadger said:
I'm also interested, if anyone posting to this thread is an authority-what the mythic "environment" was like in pre-Islam Turkey, since the area of Turkey itself is such a cultural crossroads and melting-pot.
Pre- Islamic Turks were near China, raiding it when it showed any weakness, and competing with mongols over the meager pastures for horses.

Thus Mythic creatures were heavily influenced by Chinese culture, as shamen also use the very same Chinese calendar for astrology, plus a very rare legend, the One Eyed Monster, born when a Turkic shepherd raped a fairy princess who was bathing near a river. The monster ate sheep and men without pause until a hero I forgot its name killed him with a red-hot iron javelin through the skull. Gray Wolves are honored as sacred animals representing courage,speed and ferocity, deer were venerated for their vigilance and speed.

Stars could tell the future, and Air, especially lightning was seen as the power of the Sky Father, Tengri.

Earth Mother and Sky father are two things I remember exactly.

Today's "Turkey",Anatolia is different, it got visited by first Turks in 1000,1050. In 1071, a large battle between the Byzantines and Turks happened in Malazgirt(The Emperor should know better than hiring Turkic mercenaries against Turks, is that a turncoat over there? ), the aftermath was simply a continously ebbing,receding Byzantium.

The bonus is, almost every cuisine in Turkish Kitchen today is taken from Anatolia.
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  #14  
Old June 17th, 2007, 11:21 PM
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Default Re: New Nation Suggestion

I was offering suggestions for the late era nation you proposed. You said that you wanted it to be based on the 16th century Ottoman empire, meaning Suleiman's time. If that is the case, Islam did not just influence those empires, it was pretty much the main focus of the Ottoman Empire and the other two Turkish empires that existed at the time. I will try to find the name of the elite holy warrior I am talking about, after reading about them, I naturally thought "Wow, this would make a great sacred unit in Dominions." .
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  #15  
Old June 18th, 2007, 02:53 PM

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Default Re: New Nation Suggestion

You mean the Ghazi?
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  #16  
Old June 24th, 2007, 07:07 PM

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Default Re: New Nation Suggestion

Is this an open thread? I mean, is it okay if I discuss one of my nation ideas in this thread, or would you rather I open up my own thread for that?
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  #17  
Old September 17th, 2008, 03:10 PM

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Default Re: New Nation Suggestion

Sure, fire away.
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  #18  
Old September 17th, 2008, 04:35 PM
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Default Re: New Nation Suggestion

Semi-on topic: I've been reading Shahnameh which writes about the seemingly endless war between Iran and Turan.

http://www.amazon.com/Shahnameh-Pers...1683653&sr=8-1

It's a book that pretty much every Dominions player would enjoy.
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  #19  
Old September 17th, 2008, 05:10 PM
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Default Re: New Nation Suggestion

I had some thoughts about doing a Turkish nation for each age (having studied quite a bit of Turkish history for my own mod nations-and having a little Turkish blood ancestry, as well):

Early age: Hittites/Cimmeria/Lydia, Cappadocia, early Anatolia, the Gokturks (Anshina), the Seljuk dynasty, and the Hun (who were partly Turkic) invasion. The mythological focus would be on Turkish shamanism/animism (Tengriism, and it's polytheistic predecessor)-what can be separated from Confucianism, and Altaic mythology. Starting sites might include: Khan Tengri, the Noin-Ula Kurgans, Derinkuyu (might give an Earth gem, and also, the Early Age home Province might be a cavern). Magic Paths might be: Air, Earth, Nature, Death.

Middle Age: Khazars through the Mongols/Golden Horde (again, an alliance of Turkic and Mongolian/Asian peoples). Altaic and Tengri mythology, heavily influenced by Asian/Confucianism influences. Starting sights: The Silk Road, Khara-Khorum, Khara-Khoto, Khara-Balgas. Path suggestion: Earth, Air, Blood, Fire, Death.

Late Age: Amir Timur (Timurlane)'s Mughal Empire. Mythology would range widely, from Islam-Alevi (Ocakzades, musical magic) through Burkhanism.
Starting Sites: Samarkand, the Silk Road. Paths Suggestion: Earth, Air, Fire, Astral, Death.

I'd be happy to help you research this, if you really do intend to make a mod nation (or three in succession ). I've actually done some prep-work on a mod nation of MA Aboleths, heavily flavored by the Mamluk empire-also of Turkish origins.
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  #20  
Old September 17th, 2008, 08:23 PM

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Default Re: New Nation Suggestion

Quote:
Originally Posted by HoneyBadger View Post
I had some thoughts about doing a Turkish nation for each age (having studied quite a bit of Turkish history for my own mod nations-and having a little Turkish blood ancestry, as well):

Early age: Hittites/Cimmeria/Lydia, Cappadocia, early Anatolia, the Gokturks (Anshina), the Seljuk dynasty, and the Hun (who were partly Turkic) invasion. The mythological focus would be on Turkish shamanism/animism (Tengriism, and it's polytheistic predecessor)-what can be separated from Confucianism, and Altaic mythology. Starting sites might include: Khan Tengri, the Noin-Ula Kurgans, Derinkuyu (might give an Earth gem, and also, the Early Age home Province might be a cavern). Magic Paths might be: Air, Earth, Nature, Death.

Middle Age: Khazars through the Mongols/Golden Horde (again, an alliance of Turkic and Mongolian/Asian peoples). Altaic and Tengri mythology, heavily influenced by Asian/Confucianism influences. Starting sights: The Silk Road, Khara-Khorum, Khara-Khoto, Khara-Balgas. Path suggestion: Earth, Air, Blood, Fire, Death.

Late Age: Amir Timur (Timurlane)'s Mughal Empire. Mythology would range widely, from Islam-Alevi (Ocakzades, musical magic) through Burkhanism.
Starting Sites: Samarkand, the Silk Road. Paths Suggestion: Earth, Air, Fire, Astral, Death.

I'd be happy to help you research this, if you really do intend to make a mod nation (or three in succession ). I've actually done some prep-work on a mod nation of MA Aboleths, heavily flavored by the Mamluk empire-also of Turkish origins.

This actually kind of sounds a little more like the Persian empire than Turkey, particularly the late age. Still, it sounds pretty cool.
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