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What would this society look like?
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<blockquote data-quote="fba827" data-source="post: 4790965" data-attributes="member: 807"><p>oddly enough, alot of what i was going to say was alredy covered by danny...</p><p></p><p>but other random thoughts to add --</p><p></p><p>I say stick to plains (rather than desert), that way you won't have to get in to heat / dehydration issues, etc (unless you really want to).</p><p></p><p>Animals:</p><p>Horses will be a very valued commodity. For a variation, consider riding lizards for something more exotic.</p><p></p><p>Hunting:</p><p>No animal part goes to waste, skins, meat, dung, entrails, all used for something (food, fuel, cloth, etc)</p><p>They would also be respectful of the land they cross through knowing if they "scrotch and burn it" they won't be able to come back to it later when it thrives</p><p></p><p>Combat styles:</p><p>Open terrain is perfect for archery (few pesky trees to give targets cover)</p><p></p><p>Location:</p><p>* A fresh water source should be near by (a large lake, a river, etc)</p><p>* maybe the housing is mudhouse style, or made from timber with animal hides to help cover the wall gaps. but nothing ellaborate (like stone or mudbrick) if they are very nomadic.</p><p></p><p>Metal/Cloth:</p><p>* (While this depends on your climate) even in an open plains area, it can get warm since there is less natural shade. So people would opt for light armors (cloth, leather, hide) instead of heavy armors made of metal.</p><p>* For the same reason, the people would dress in light colored natural fiber (cotton) fabrics that cover the body (long pants rather than shorts) but still loose fitting for the breeze.</p><p>* if the community moves around a lot, metal objects will be rarer - not necessarily because of mineral scarcity, but rather because forges take a lot of effort to build up then break down and move. So smaller forges for making daggers and arrow heads are easier to maintain on the move than bigger forges (that could fit swords and armor).</p><p></p><p></p><p>No one would have an overabundance of possessions - some, yes, but nothing more than a person and his family, and their carts couldn't carry if need be.</p><p></p><p></p><p>Gods:</p><p>* nomads will tend to favor natural-themed gods (Pelor for the sun, Melora for flora/fauna, and maybe Kord for general storms and wild strength)... because those first two would be responsible for how plentiful the land is to sustain them (and for how long, etc). the last one is more for protection. that's not to say other gods couldn't be representated, just generally speaking nature-themed ones would be more prevalent.</p><p></p><p></p><p>but best thing i can say is, try and think of a culture (past or present or fictional) and use that for inspiration.</p><p></p><p>i'm rather tired so sorry if that comes off as a random ramble. but will add more later if i think of something after i've actually slept. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="fba827, post: 4790965, member: 807"] oddly enough, alot of what i was going to say was alredy covered by danny... but other random thoughts to add -- I say stick to plains (rather than desert), that way you won't have to get in to heat / dehydration issues, etc (unless you really want to). Animals: Horses will be a very valued commodity. For a variation, consider riding lizards for something more exotic. Hunting: No animal part goes to waste, skins, meat, dung, entrails, all used for something (food, fuel, cloth, etc) They would also be respectful of the land they cross through knowing if they "scrotch and burn it" they won't be able to come back to it later when it thrives Combat styles: Open terrain is perfect for archery (few pesky trees to give targets cover) Location: * A fresh water source should be near by (a large lake, a river, etc) * maybe the housing is mudhouse style, or made from timber with animal hides to help cover the wall gaps. but nothing ellaborate (like stone or mudbrick) if they are very nomadic. Metal/Cloth: * (While this depends on your climate) even in an open plains area, it can get warm since there is less natural shade. So people would opt for light armors (cloth, leather, hide) instead of heavy armors made of metal. * For the same reason, the people would dress in light colored natural fiber (cotton) fabrics that cover the body (long pants rather than shorts) but still loose fitting for the breeze. * if the community moves around a lot, metal objects will be rarer - not necessarily because of mineral scarcity, but rather because forges take a lot of effort to build up then break down and move. So smaller forges for making daggers and arrow heads are easier to maintain on the move than bigger forges (that could fit swords and armor). No one would have an overabundance of possessions - some, yes, but nothing more than a person and his family, and their carts couldn't carry if need be. Gods: * nomads will tend to favor natural-themed gods (Pelor for the sun, Melora for flora/fauna, and maybe Kord for general storms and wild strength)... because those first two would be responsible for how plentiful the land is to sustain them (and for how long, etc). the last one is more for protection. that's not to say other gods couldn't be representated, just generally speaking nature-themed ones would be more prevalent. but best thing i can say is, try and think of a culture (past or present or fictional) and use that for inspiration. i'm rather tired so sorry if that comes off as a random ramble. but will add more later if i think of something after i've actually slept. :) [/QUOTE]
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