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  #1  
Old December 19th, 2006, 03:50 PM
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Default Re: Possible missing nations in Dom III?

Personnally I like this game because of the "let's include all things and some more" spirit, which is exactly the original D&D spirit (the first Deities & Demigods and Monster Manuals were IMO the first game books pillaging and mixing as many mythologies + the Cthulhu mythos and some others fantasy sources) even if of course most fans + the designers will burn me for saying that, or for considering that any game whith mages casting fireballs and priests banishing undeads has no real reason not to have elves, orcs or killer pinguins as well.

ps : Kristofer *is* a mythology professor iirc.
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Old December 19th, 2006, 03:56 PM

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Default Re: Possible missing nations in Dom III?

Ah yes the first print, first edition Deities and Demigods was great.
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Old December 19th, 2006, 05:01 PM

johan osterman johan osterman is offline
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Default Re: Possible missing nations in Dom III?

Quote:
Twan said:
...
ps : Kristofer *is* a mythology professor iirc.
Not professor, but he teaches religion and has a degree in comparative religion.
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Old December 19th, 2006, 04:12 PM
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Default Re: Possible missing nations in Dom III?

Quote:
Twan said:

About real world inspired nations, I would like to see an arabic human nation with a djinns cult
I have a mostly complete Corsair/Arabian Nights/Sinbad nation sketched out in my head! Alas, i lack the skills to make such a mod. Blind Magi on flying carpets escorted by faithful monkeys, sinister blood slave trading Sorcerors, a Great Bazaar that brings gems of all types from around the world, heroic Captain heroes, indolent Shah Princes, sacred Bashi-Bouzuki and Ghazi, ect. (I see the nation having no sacred magic users, but almost all military units being sacred, which might take some time to polish).
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Old December 19th, 2006, 04:41 PM
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Default Re: Possible missing nations in Dom III?

Nitpick mode: Bashi-Bazouks were irregular, mercenary troops. Not really sacred material.
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Old December 19th, 2006, 05:14 PM
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Default Re: Possible missing nations in Dom III?

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Nitpick mode: Bashi-Bazouks were irregular, mercenary troops. Not really sacred material.
I know, but i wasn't certain about how they should be modified in this setting. Irregular in the sense they were "inspired" to join, despite having little training? Or sacred because of their faith or willingness to go to battle? Sort of a Flagellant. Anyway i was just pulling historical names off the top of my head.
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Old December 19th, 2006, 05:13 PM
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Default Re: Possible missing nations in Dom III?

Quote:
Twan said:
About real world inspired nations, I would like to see an arabic human nation with a djinns cult, flying carpets, etc... and an amerindian nation, more than more far-eastern ones.
I would have to agree an amerindian would provide a much more rich background for creating a nation.
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Old December 19th, 2006, 05:18 PM
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Default Re: Possible missing nations in Dom III?

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NTJedi said:
I would have to agree an amerindian would provide a much more rich background for creating a nation.
How about some of those Tony Hillerman alternate dimension Anasazis? You could come up with a pretty cool nation based off Pueblo indian beliefs mixed with some trans-dimentional stuff. Throw a bee-gun in there, and you've got youself a cool Dominions nation .
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Old December 19th, 2006, 05:41 PM

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Default Re: Possible missing nations in Dom III?

I keep mulling over a Native American based mod (besides Mictlan) but I'm not sure I could do it justice. Would like to see it though!

As far as why there are three Scandinavian-themed nations, that is where the developers are from. I suspect this is why they are also the strongest nations
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Old December 19th, 2006, 05:46 PM

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Default Re: Possible missing nations in Dom III?

For the record, Scythians were very early steppe peoples of russia. They scared the snot out of the Greeks, with free women who would amputate themselves so they could fire a bow, and for the mad raiding skills.

Now on to tradition tolken-esq factions:
Part of why I find dominions so fresh is that it DOESNT have normal cookie cutter factions and uses history. The history and creativity gets me every time.

This is part of the reason why Agartha is my current favorte faction. They are an ancient race who has the overall loss feeling of third era dwarfs/elven from Tolken but original take on the subject with what type of units they are. I think that loss is why I enjoy them so, the trying to hold on to something that will fade eventually despite the best intentions.
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