Yeah you are right, reduce the weight to 300lbs - 350lbs, would this work?
These big lizards are not thriving, they are trophies to the Osai. Defeating one holds bragging rights, and taming one transcends an Osai and how they are perceived by other Osai.
On the other hand, I am not set on having them if you are against them even existing.
And...
The stories and fear, are you talking about humans running from the mountains because the Naga preyed on their fears?
The weight isn't what the problem is, it's that they're lizards. Did you not see the northern latitudes I included? This is not a warm climate. This isn't the sort of place for large reptilian mega-fauna.
Mages and armour removed. The armor is now essentially wrought iron, which is very similar to steel although not as tough, and with no extra magic.
The pegasi are basically a near-extinct species that very few people have access to; the Winged Hussars are literally the cream of the cream of the crop. Plus, because of all the amour they wear it severely limits their flying range.
Also removed all references to magic/alchemy of all kinds. I assume the crossbows and standing armies are OK?
Whether or not they're nearly extinct doesn't help. I was already concerned earlier in the previous app-trying-for-fleight that I do not want the added dimension of anything being airborne. I know I said we can have magical races but we have to be fair here: no flying.
As well, I don't know if you read the bit about it being the early medieval age/iron-age. Plate armor shouldn't be in vogue. As well, I don't think anything in part themed after the Romans (since this implies Roman-level organization) fits in a world based off of pre-Christian Northern Europe, the English isles, and Russia.
Not at a PC atm. I can switch Pegasi into a special regular horse breed and have the hussars closer to those of the actual Polish WH, and I said Roman because of the armour type (segmented bands held together with leather; cheaper and almost as effective as normal amour.)
Plate to become chainmail perhaps, with seperate guantlets/leg guards/ chestplates?
Oh no, I did see them, but what does cold climates have to do with a cold blooded reptile, regardless of size? I mean mountains in cold climates and dragons go together, why couldn't a big lizard? ;)
I get it though, low low fantasy, that twist what would be possible IRL just a smidgen. I will end the big lizzy's and their concept. Sorry for the hassle/headache if any, Dinh.
Edit: Re-formatted the nation sheet, and added information.
Here's the completed NS. Might add something small later, but probably not.
The Maod
Background
The Maod are an old people. They have lived in the region along the Siug river since before the first runes were carved in stone, and so their history before that is a mystery. The oldest songs tell of a conqueror by the name of Koit who came to the land by boat with a few chosen warriors from the ruins of their previous home, across the sea. At the time, the land was ruled by a terrible wyrm who enslaved its population and demanded tributes in the form of human sacrifices, to sate its hunger for flesh. Koit would not submit to this beast and led the people of the region in rebellion against it, and managed to corner it in its lair in the north, where the river flows from the mountain. He and his warriors were victorious, but he did not slay the beast; instead, it bargained for its life by promising him to reveal the location of a magic sword with which he and his kin could rule the land forever. In addition, the wyrm would carry him on its back and support his reign for as long as he lived. Koit agreed to the terms and was rewarded the sword Surm, with which he indeed was able to conquer the region. He was from that day known as the first Dragon King of the Maod, but little did he know that he would also be the last.
On the day of Koits death, the wyrm attempted to regain control of its former domain. Although it was unable to defeat the remainder of Koits warriors, it did manage to steal the sword Surm with it in its escape back to its old lair in the mountains. Without their great leader, the Maod warriors did not dare pursue it, and the weapon was lost seemingly forever. Koits wife Eha, however, prophesized her late husband’s return, and the return of the sword with him.
Koit and Ehas offspring, eight in total, still commanded enough power and support from the populace to remain in power. No one was strong enough to claim the position of king though, so they agreed to rule a part of the realm each and formed a council, known today as the Istung, in which they could decide on national affairs.
Regardless of the degree of truth in the old song most Maod believe in it. Although there has been no recorded sightings of the wyrm since the days of Koit the Istung is very real and ever present in Maod society, and only people of the dragon blood may sit on the esteemed council, or indeed hold any position of power within the realm.
The key to understanding the Maod today is grasping the three concepts that make up the base of their culture; individual strength, honor and tradition. A Maod must be strong and able to fend for itself. Accepting help is fine as long as the favor is returned, but completely relying on others to survive is unacceptable and often accompanied by public scorn. A Maod must also look after its honor, and vigorously defend it if it is slighted. Failing to respond to false accusations and slander is the same as admitting guilt in the eyes of the Maod. Tradition is also of great importance to the Maod. The ancient customs and rituals of their people have been performed in pretty much the same way since before anyone can remember. Variations and innovations to these customs are not tolerated. Maods who go against this are almost considered not Maods at all, or agents of the wyrm.
The Maod are not very religious, but they do have gods, or at least demi-gods. The three chief deities of their faith are Koit, god of dawn, Eha, god of dusk, and the wyrm, god of secrets. The wyrm, seen sometimes as the enemy and sometimes as the guide to the unknown, is not worshiped as a deity as such (although there are rumors of wyrm cults among the Maod), but still respected for its power. Other lesser deities include local heroes and famous family members, and so the faith differs from household to household.
Other Names: the Pale Men, the Goblin-Eaters, the mis-born
Location: beneath the mountains of the central island [exact location tbd]
Before the world was, before the sun and moon were set upon their eternal courses, before the firmament was jeweled with stars, before all gods and heroes, there was the Wyrm, coiled at the heart of nothingness.
- Excerpt from the Oracles of Shadow
All travelers know that the mountains of the North are, like rotted teeth, riddled with caves and tunnels, deep chambers where the sky is never seen and the only light is the pale glow of fungus or the flickering of torches.
It is in these forsaken places that the many tribes of the Childer dwell. Human once, perhaps, or orcs or some other manling creature. What they are now is a league of the twisted and forgotten.
The ancient tales of the Bone Priests tell of a time when the Childer of the Wyrm dwelt in peace on the surface of the earth, offering sacrifice to the Dragon God, who watched over his slaves with stern solicitude.
The time of peace ended with coming of the warlord Chios and his brutal southron hordes. The Childer failed their master in battle, and Chios and his cruel sword Surm drove the followers of the Wyrm in to the Mountains, where they were hunted and killed by the southrons.
They took to caves and caverns and over time the deep tunnels, rebuilding their society in the darkness beneath the hills. They farmed fungus and hunted and tamed the great insects that dwelt far underground. And in the blackness, the Childer turned strange. Pale mutants, twisted versions of their former selves. Over the centuries, many surface dwellers have felt the call of the Wyrm and swelled the ranks of the Childer- orc tribes driven from their land by humans, the misshapen or mutant fleeing persecution, outcasts and exiles, the desperate or insane. The tribes are a muddle of races and types, all warped by constant darkness and years of interbreeding.
Led by the Bone Priests, sorcerers and shamans who offer sacrifices to the Wyrm and who have cultivated their bloodlines over many centuries, the Childer have spread throughout the mountains, raiding surface dwellers at night for food and sacrifices and warring among themselves. Their most hated enemies are the Moad, the children of Chios, the cause of their exile.
Recently, the Childer tribes have been falling one after another to a particularly cunning and ruthless Bone Priest, who rules the subterranean city known as the Skull. The Childer, it is said, are being united for the first time in centuries.
Ok, full edits made, with some structuring to be added. Knights now wear full chainmail similar to those of early Normans, with the Hussars wearing armour more indicative of late Norman/very early Medieval (shortened hauburk, smaller kite sheild, etc.)
@Flagg I can't help thinking that this somehow has something to do with the wyrm mentioned in my NS. It'd be awesome if it was :)
Yep, it was. Happy to collaborate on history, etc. of our factions and I think it'd be cool if they were rivals with a history of warfare and very different perspectives on the wyrm incident.
@Flagg Absolutely! I can see how Koit and his band of warriors could easily be seen as foreign conquerors, and that maybe according to some the wyrms rule wasn't at all tyrannical but rather righteous. Or something else. Vague historical records and myths from long ago screams for controversy and opposing perspectives :)
I'll edit your guys into my sheet when you've put something more substantial in yours. Looking forward to collaborating with you!
@Flagg Absolutely! I can see how Koit and his band of warriors could easily be seen as foreign conquerors, and that maybe according to some the wyrms rule wasn't at all tyrannical but rather righteous. Or something else. Vague historical records and myths from long ago screams for controversy and opposing perspectives :)
I'll edit your guys into my sheet when you've put something more substantial in yours. Looking forward to collaborating with you!
Awesome. I'll have stuff up tonight, then we can retcon some collaborative stuff into both our sheets. Feel free to pm me with ideas!
There seems to be quite a bit in terms of centralization in both of your apps, beyond which I think would fit in this world. Early Middle age and Iron Age you two, tribalism and Vikings n' sheit. Academies and organized industrial farming of stuff just doesn't fit the theme. Especially in such lands so far north, this isn't a Mediterranean zone where these things would thrive. This is a world nearing that of the midnight sun in winter and a near eternal night in winter. This honestly isn't a world where rich agriculture takes root so easily and that advanced crafts and institutions - like academies or organized individual farmsteads - really take root.
Yer good m80. And since you and @Flagg are looking to be so inter-dependent it might feel rude to deny him. I hope the two of you can work something out, Golem looks like he gets the point so I imagine Flagg's app'll be clean.
I'll have to edit the map, and those included can start IC posting.
I'd like to make a crazy, demonic/black magic civilization. I'd like to set them In a heavily forested tundra with active, volcanic mountains. Is that possible?
I'd like to make a crazy, demonic/black magic civilization.
Perhaps you need to re-review the OP again.
I'd like to set them In a heavily forested tundra with active, volcanic mountains. Is that possible?
There's plenty of mountains around the map, implying tectonic activity. I'm sure there's a geographically active region somewhere in the mess with some activity like that: geysers, mineral springs, actual volcanoes. However, I can't say much for it being a "heavily forested tundra" since these two biomes in my understanding are not mutually inclusive, but you could probably figure out an area where you can lay yourself out over one or two of them.
If you need some help in figuring that out, then look at the latitudes I included. The southern-most is about the same as where rests Helsinki on our map, and the other bisects the White Sea. There's some four-hundred miles between both.
@Dinh AaronMk I've never been there, but I think Iceland has the type of biome I'm talking about. Here's a link. It is 62.7% tundra, with the center being a mix of cold sand and lava fields. It also has at least four different volcanoes.
It has been over a thousand years since the Celii tribe overran their neighbors and established a kingdom. All that is left from that time is fragments, ancient legends, and the names of enemies who mean nothing outside of the stories. In the time since, the Cels have solidified and civilized, have ruled over most of the surrounding peninsulas, and then lost that hegemony over centuries of bad luck and cultural decadence. The slide into failure is better recorded, but not completely understood, by the Cels.
In recent years, this trouble has been in part due to the increase in raids from the north. The Cels do not recognize the tribal distinctions of their northern neighbors. For them, the people of the north are all simply the "Ice-People", but despite Celish pretension, Ice People raids have had the painful effect of decapitating the rural population from their city dwelling elite. Raiders pierce the countryside and the nobility hide in their walled cities until the threat has passed. This has caused an increase in the authority of local strong-arms and officials, who can provide a measure of protection that the King and his court are either unable or unwilling to provide.
In older times, Kings were able to provide sincere protection for their people. Armies could be paid and kept to defend against threats. In modern times, brave men are rarely kept on the payroll of the monarchy, and the will toward violence is driven into inter-family feuding and street brawls that gain nothing for the Kingdom as a whole.
The capitol is Celund, a sprawling city of personal mansions built like castles, of multiple markets, temples, and universities, where families long descended from ancient warriors compete over the revenue streams of their dying Kingdom. Their technology is well up to the task of handling the tribal Ice-People that threaten them, but their cultural malaise off-sets this advantage and puts them in competition with peoples they would never dream of inviting to dinner.