The Northmen

== History ==
== Geography ==
== Politics ==
=== Northman Clans ===
=== Justice and Law ===
=== Foreign Relations ===
Each respective Northman clan is responsible for managing their own foreign relations, which also extends to inter-clan relations. However, a majority of the clans only have a few (if any) relationships with foreign powers. This political isolation likely comes from the Northmen's status as raiders and pillagers (an effect that is similarly felt by the Orc Hordes). Interestingly, though, despite having next-to-no political relationships in a majority of cases, many clans do have active trade relationships with most countries. This includes places that are a common target for Northman riders, a process that commonly involves 'neutral' Northman traders engaging in business with local businesses.
== Economy ==
The Northman economy is, due to the separation of the clans, a decentralised system of various local clan economies. The chieftains of the clans often control these local economies directly, however traders and merchants typically also have free-reign to conduct their business as they desire. However, the economy for many Northman clans is not exactly what most people would consider 'prosperous' - at least in traditional terms. Due to the hostile terrain of their homeland, a majority of industries are impractical or downright impossible. Agriculture, for example, is next-to-impossible in most areas because of the sheer, constant, cold. The main industries of most clans revolve around fishing and mining. Fishing is a traditional trade for the Northmen, having encompassed most of their food supply for many years. Mining, however, is more complicated and relies on tunnelling underneath the desired minerals in order to avoid the layers of surface ice protecting it.
Most Northman clans are active participants in the global slave trade. Bizarrely, most do not actually use slaves themselves (or at least in large numbers) but instead they participate in the trade solely as a means of profit. Northman raiders will, when possible, take prisoners back with them from raids with the singular purpose of selling them. The larger Northman settlements will normally have pen areas specifically for the storage of slaves, with the conditions (not inaccurately) being compared to those used for livestock.
Despite having few local resources, the Northmen clans are surprisingly active participants in global trade. Being natural sea-farers, Northman traders will travel to all corners of the globe in search of new opportunities and fresh deals. From the ports of the Empire of Man to the deserts of the Dead Sands, Northman merchants use their experience and knowledge to make up for the deficits of their homeland as best they can. And they do a good job to, for Northmen traders have a reputation as brilliant hagglers and negotiators that will give even the Carrionites a run for their money, so to speak.
=== Resources ===
Northman territory is, unfortunately for the clans, mostly devoid of resources. Due to this, the clans have to raid and plunder other countries for things such as medicines and food - not just for gold and plunder. However, there are still some resources that the clans can and do utilise as much as they can. These resources and often taken by clan chieftains and, rather than traded away, used to improve the clan directly. This could be the manufacture of better weapons or the reinforcing of walls. That being said, in times of excess Northman resources are still sometimes traded with others.
The Northmen inhabit a cold and frigid region, one that is unfortunately not suitable for most forms of agriculture. However, there are a few places that allow for it. In these places, farmers grow hardy crops that can stand the cold and snow. Potatoes, turnips, and cabbages are some of the more common examples of grown crops. In other areas, where typical crop farming is less suitable, farmers rely on rearing livestock such as sheep and cattle. Another alternative is the growing of the plants that can stand the tundra. Snowberry bushes, for examples, are grown for their berries, a sweet treat in most Northman areas.
Fishing is an incredibly important part of the Northman food supply. So, naturally, the Northman clans are one of the largest fishers in the world. Fish also makes up a large part of Northman exports, as fish are one of the few resources bountiful enough to justify selling. Salmon and cod are perhaps the two most common species found in Northman waters, but there are a variety of species that are caught for consumption and trade. When there is a noticeable surplus the Northman air-dry the fish to preserve it, turning the meat into something generally known as stockfish.
The only other major resource supply in Northman lands, other than fish, is minerals and ores. The tundra and, especially, the mountainous areas seem to have an abundance of ores and useful minerals. However, the problem lies in its extraction. Usually the rock is hardened and reinforced by several layers of ice. This makes extracting the useful materials a slow and difficult process, even more so than it would be in most other places. Even so, many Northman clans still try to mine these materials for use within their own clan and, when appropriate, trade.
=== Transport ===
Due to its low population density, harsh terrain and inter-clan hostility, the transportation networks of the Northmen are significantly less developed than many other countries, especially out of the major settlements. The clans have a long-standing water transport tradition, something that is assisted by their long coastline, however over time well-travelled, if unofficial, roadways have been established as well.
Roads between most Northman Clans are unofficial, and thus unmaintained, pathways that have formed over the years simply by people learning which routes are safest. That is not to say that they are completely safe, however. They are mostly unprotected by the clans that oversee the territory and, indeed, some clans will actively prey on travellers for loot and resources. The beasts of the tundra can also sometimes stumble onto the paths, which presents a whole other kind of threat for travellers. And, as always, the cold and snow continuously attempts to freeze travellers where they walk. Horses are quite rare in Northman lands, and so travellers must often brave the journey on foot. Nevertheless, for those that are unable to charter a boat to their desired location, these roads are often the only viable alternative.
The Northmen have a long-standing, ancient seafaring tradition and this extends to matters as simple as transportation. When not out on raids, clan ships are often used as ferries, taking citizens to various locations across the coastline. The sea is perhaps the safest way to travel in Northman lands, though the captains of ships often know this and charge high rates for their services. But, even then, it is not entirely without risk. Various sea monsters prey on ships and every so often a ferry will not reach its destination. Some captains hire bodyguards as a form of rudimentary protection, but most do not.
== Demographics ==
The Northmen, not being a united country, do not have any official means of tracking demographics. This means taking accurate measurements of population and the like is difficult to accurately track. Modern scholars a reliant on clan co-operation and, where that fails, rough estimation in order to monitor Northman demographical statistics.
It is estimated that the population of all the Northman clans is only about 2 million. When compared to other countries, this is a comparatively small number of people but, when considered in context, it makes sense. Most of the Northman live in the southern parts of their land, often along the coastline. The simple reason for this is that their home region, Vaggaland, is an area of intense cold. The further north you go, the colder and less hospitable it gets. As a result, the native Nords populate the southern and central territories while the north is left more-or-less alone. To this day, the north of Vaggaland is mostly controlled by the Bugbears, who are better adapted to the cold and a people who the Northmen have a historical (if sometimes uneasy) alliance with.
=== Races and Ethnic Groups ===
A majority of the population of the Northman clans is made up of Nords. These humans are very similar to their Imperial neighbours, however their biology has slowly become more adapted to the cold after centuries of living in the tundra. Some believe that the Nords were actually the predecessors for the Imperial race but there isn't any evidence to suggest this. These Nords populate much of the southern coastline of Vaggaland as well as the central tundras, areas that are noticeably more mild in comparison to the bitter north.
However, the Nords are not the only race of note in the Northman clans, nor are they the only natives to the Vaggaland region that the clans inhabit. The Bugbears, also sometimes called the Bugbeari, are natives of the northern territories that were allegedly inhabitants of the region before the Nords themselves. Most of the Bugbear tribes live in isolation in the northern tundra, however a few have aligned themselves with Northman clans. In these situations, the tribes build their villages near their allied clan and live in relative autonomy. Nevertheless, they are often influenced by the Nord culture - either unwillingly or as an active attempt to fit in.
=== Health ===
Traditional Northman healthcare is reliant on plant-based remedies and tonics for cures. However, even then, this proves to be a difficult process for a majority of Northman-owned land does not allow for the cultivation of these plants. Instead, healers must forage for them across the snow or otherwise acquire the medicines needed through other means. Raids for medicines and healing supplies are not uncommon.
As with any country, there are certain illnesses and conditions are more prevalent amongst the Northmen than others. Perhaps the most obvious are incidents of frostbite and hypothermia, both afflictions that are synonymous with the cold. Having lived in freezing conditions for centuries, however, the Northmen have become very proficient at treating these cold-based conditions. Also quite common amongst the Northmen is arthritis and other joint-based afflictions, perhaps due to the physically-demanding lives a lot of Northmen lead. Tooth problems are also strangely common. Most Northmen have at least one or two false teeth, fashioned from bone or ivory.
=== Education ===
The Northmen do not have schools or a proper education system as most other countries do. Instead, children are taught at home by their parents. They will typically learn to read and write alongside other important skills like mathematics. In some cases, the children of craftsmen will be taught the basics of the craft or trade. If the parents are not present to teach the child, a trusted friend of the family might be asked to fill the role or, as is the case for orphans, the community as a whole might participate.
The one exception to this individualistic education is that given to would-be warriors - of which there are normally many in a clan. All aspiring warriors are taught collectively in the methods and ways of combat, in what are essentially military academies, by more experienced and respected warriors of the clan.
=== Language ===
The most common language amongst the Northman clans is, fittingly, Common. This is a language created by ancient human tribes that has, over the millennia, evolved into Magnula's typical trading language. Though the Imperials take much of the credit for the creation and spread of this language the Nords, also being related to these ancient tribes, are likely just as influential in this matter as the Imperials.
The Common used in the Northman clans is different to the dialect in, say, the Empire of Man in several ways. Certain words are pronounced and/or spelt differently, which is not uncommon in regional variations of dialects. However, perhaps its most notable difference lies in its script. As well as the alphabetical lettering of Imperial Common (the 'regular' variation) 'Nord Common' also uses various runes to represent certain words. These runes are often associated with certain regionally-significant words, such as gods and clan names.
== Military Doctrine ==
The Northmen do not have one united military, for the Northmen themselves are not a united entity. Instead, each clan has their own force of warriors and soldiers to fight for them. The hostile reality of the Northman homeland means that there is often very little need for jobs such as farmers and artisans, so a majority of citizens in a Northman clan are warriors. These warriors are often vigorously and harshly trained until their fighting style is as aggressive and brutal as the tundra itself. Since a single clan will often not control much more than a few settlements, it will usually be the chieftain themself that will lead their army into battle rather than, say, a general - though these chieftains will often be assisted by local lords known as thanes. Northman armies are usually an offensive force rather than a defensive one. Though there is always a detachment of warriors that will stay behind on guard duty, much of the clan's military power will leave for extended periods of time to participate in raids against other clans and countries.
In battle, Northman warriors are aggressive and swift. They are usually lightly-armoured, a necessity when fighting in deep snow, but their ability to move fast and strike faster more than makes up for this limitation. The typical Northman strategy involves immediate offensive action that is designed to surprise and envelop their foe. Should the enemy not break immediately, Northman warriors are also trained in stamina and so seem to only get fiercer the longer the battle lasts. If they cannot destroy the enemy immediately, they will wear them down until they break. To assist their warriors, the Northman clans also employ various types of monsters and beasts - the mammoth being the most recognisable. These large creatures serve a line-breaking purpose, wreaking havoc among the enemy ranks that the faster warriors can then exploit.
=== Infantry ===
Northman infantry are the rank-and-file of their fighting forces. They are primarily an offensive force, with a particular emphasis on the raids that the Northmen are synonymous with. However, most clans also have a small defensive force that exists solely to protect settlements while the majority of the clan's warriors are away on raids. Northman warriors are trained brutally and without restraint, a necessity due to the constant hardships of their way of life. Due to this, Northman infantry are amongst the fiercest and most vicious fighters anywhere in the world.
Northman infantry includes:
* Raiders
* Hearthguards
* Raider Hunters
* Berserkers
* Troll Raiders
* Lycanthrope Raiders
* Hersirs
* Bugbear Raiders
=== Cavalry ===
Horses are not abundant in the Northman homeland and so cavalry is a rare sight indeed. Nevertheless, most clans do have small units of horse riders that serve support roles more than anything else. These horses are often taken from other countries on raids and their riders are often revered as successful raiders. Since horses are difficult to transport overseas, Northman cavalry often serve a supportive role in defence or, when the time arises, inter-clan raiding.
Northman cavalry includes:
* Raider Scouts
* Horse Chariots
* Raider Horsemen
* Goat Chariots
=== Beasts and Monsters ===
Like a majority of the world's nations, the Northmen employ various species of creature to assist them in their militaristic endeavours. This ranges from packs of savage warhounds to towering Jotnar, icy cousins of the giants. However, since most creatures are difficult to transport overseas, these particular creatures must either be small and movable or able to transport themselves independently of the fleet. The only exception to this is during those few times where all clans unite and partake in a giant collective raid, aboard huge arks that can carry all manner of creature and beast across the seas.
Northman war beasts includes:
* Warhounds
* Ice Wolves
* Gradungr
* Jotnar
* Nidhoggs
* War Mammoths
=== Specialist Units ===
Like all countries, the Scaled States field specialist units that perform very specific roles in their overall military strategy. These are often one or two-person units that are rigorously trained in whatever job they are expected to do. For the Northmen, these specialists are a combination of vicious warriors (such as Thanes and Valkyries) and powerful magic-users (such as the Gothi-Warlocks and Bugbear Shamans). 
Northman specialists include:
* Thanes
* Gothi-Warlocks
* Valkyries 
* Bugbear Shamans
=== Navy ===
The Northmen rely heavily of the sea for their culture and way of life and take tremendous pride in their ability to effectively sail the waves. The Northman clans do not have a singular navy but, instead, each clan has their own small fleet of longships. These vessels exist primarily for transport, taking detachments of raiders to foreign lands and back - alongside their acquired goods and trophies.
Northman longships are the staple of their maritime forces and their culture as a whole. These vessels are small in size and are designed for speed over power. They do not exist to fight on the high sea and instead prefer to simply outpace any oceanic threats they might meet. That's not to say they can't be used for offensive action, though, for skilled sailors are more than able to outmanoeuvre enemy ships and have their raiders participate in acts of piracy. Sometimes, though rarely, the clans will unite to participate in gigantic raids across the world. When this happens, larger ships are constructed. These vessels, knowns as bloodships, resemble two giant longships connected via a wooden deck platform. Though a bit more crude, these ships are capable of transporting significantly larger armies and even giant monsters.
== Culture and Society ==
Northman culture largely comes from the harsh realities of their homeland and the way of life such conditions necessitates. It is often rugged, practical, and sometimes brutal, just like the land the Northmen call home. However, in more recent times their culture is also fuelled from a new sense of national pride and an effort to stay distinct and independent from their Imperial neighbours.
=== Shipbuilding ===
Shipbuilding is an ancient and important part of Northman culture. Their raiding ships, also known as longships, are meticulously designed and, thus, take a long time of make. Each and every part of the vessel is pre-planned and symbolic, normally in relation to the ship's owner or the clan they belong to. The sails, figurehead, and protective shields will likely bear the flag or symbols of the clan / owner. The inside usually has carvings in the wood, murals that tell stories or sagas. These tales might be ones that relate to the clan or owner, or might just be a story that the owner particularly enjoys.
If the owner of a ship dies in a way that is deemed honourable by the clan, tradition stipulates that their funeral incorporates their ship in some way. The most common two practices involving this tradition is either the burying of the deceased inside their ship, creating a tomb of sorts, or the deceased being cremated at sea on board their ship. The latter is perhaps the most well-known and certainly the more visual of the two, but the former is the most common.
=== Music ===
The Northmen have a strong musical tradition that has remained popular throughout its entire history. The vocal and audial have always been very important to local traditions, even surpassing writing. Stories are told in the form of song or song-like recitals rather than writing them down in long novels and tomes. Many locals practice instruments as a way to pass the time and it is not uncommon for a Northman village to have a local band or two. Most uniquely is the practice of flyting, a musical exchange of poetic insults that is practiced to settle disputes between individuals.
Traditional Northman instruments include variations of drums, fiddles, lyres, and harps. These instruments are sometimes made locally, when the resources are available for it, but are often taken from raids as prizes. As a result, instruments from all across Magnula can be found in Northman villages, the majority of which were likely taken from some previous raid.
=== Literature ===
Northman literature comes from centuries of old oral traditions. In the past, Northman histories and stories were told vocally, in communal gatherings around the hearth. It was only in the last few hundred years that the Northmen began recording their stories in typical writing formats. Skaldic poetry, a style local to the Northman clans, tells either short stories or great histories spanning many years. These longer stories are called sagas and are often incorporated into some of the writings of other countries, most notably the Empire of Man.
The Northmen also use standing stones as a form of literature. More specifically, the carving of messages or stories into purposely placed stones or, sometimes, the natural terrain itself. These stones can serve a communal purpose, such as directional signs or warning messages, or as individualist ideas, such as leaving humorous messages on rocks. Perhaps the most famous example of these writings comes from the unknown Nord known only as 'Halfdan.' Local stories say how Halfdan climbed to the summit of one of the highest and coldest mountains in Vaggaland. The only evidence of his climb: a carving into a rock on the summit that simply says "Halfdan was here."
=== Architecture ===
Due to the limited resources of their homeland Northman architecture is limited in its grandeur, but nevertheless has still developed a unique style. Northman buildings are constructed mainly from a combination of a stone foundation and a wooden structure on top.
In addition to this, the Northmen have also developed their own clear architectural styles. The most notable 2 of these is the Dragestil Style and the Nord Style - both of which exist in contrast to one another. The Dragestil Style is perhaps the more complex of the 2, emphasising clan pride and often features motifs of creatures like serpents and dragons. The Nord Style is simpler, but just as impressive. It values function over form and so emphasises the fundamental practicalities that living in the tundra requires.
=== Art ===
Generally speaking, Northman art largely revolves around more durable materials such as metal and stone. This is because materials such as textiles and wood are either difficult to create or difficult to keep preserved. Northman artisans are often talented metalworkers and stonemasons. They incorporate intricate patterns and symbols into their work that have their own unique flourish when compared to the work of other countries. It is also common for an artisan to mark a symbol into their work as a sort of 'signature.'
Though the generalities are roughly the same, each clan has their own distinct variation of artistry. One might emphasise intricate shipbuilding techniques, for example, whilst another might create stone sculptures or carvings that depict certain beasts and monsters.
=== Cuisine ===
Northman culinary tradition shows their long relationship with the sea and animal-rearing, with various types of fish and shellfish, balanced out with creams and cheeses. Bread and porridge is also consumed but this particular foodstuff is rarer in Northman lands than many other countries, due to the soil not being suitable for agriculture in most areas.
Northmen delicacies involve various soups and stews, but their true culinary brilliance lies in their drink. Northmen create and consume all manner of beverage, with mead being a particularly common example. Many clans have their own traditional spin on mead by using additional ingredients, such as honey or juniper berries, to add flavour and uniqueness to the brew.
=== Sports ===
The harsh reality of their homeland means that many Northmen simply do not have time for recreational sports. As a result, the typical games that they do play are often tied into some form of training or serve some other practical purpose.
Popular sports in the Northmen clans include wrestling and weight-lifting, often tied to the training of warriors. Wrestling, in particular, is quite a common passtime and, sometimes, a public fight will take place to settle disputes between individuals. On rarer occasions, these fights might be to the death. A variation of the tug-of-war game, locally known as 'toga-honk', is also quite a common game that is used to train strength and teamwork.
Perhaps the only sport created by the Northmen that does not have some practical purpose attached to it is 'knattleikr' - a ball-and-stick game that involves two teams competing over control of a ball. This game is known to be particularly rough and has very few rules attached to it.
== Religion ==
Despite their reputation as war-driven savages, a majority of the Northmen are deeply spiritual, deeply religious individuals. In fact, a lot of their actions are done in the name of a certain god, either directly or indirectly. The Northmen have 5 primary gods in total, though there are some lesser-known gods that smaller sects worship, and are represented by a specific animal. Each of the 5 primary gods represents a core component of typical Northman society. As a result, it is common for the Northmen to dedicate certain actions to a certain god. A warrior will dedicate a battle to the Bear God, for example, in order to win their favour. There are many ways in which the Northmen bring honour to their gods, but blood sacrifice is a common choice. The Northmen believe that earning favour from a certain god will grant them special boons in a similar way that clerics or paladins earn abilities from their respective patron-gods.
The religious leadership of the Northmen are known as Gothi. These men and women are reclusive individuals that normally live alone or, at most, with a small group within their sacred ground. On an individual level they act as seers and fortune-tellers, telling those that query them what the gods have planned. On a wider, societal level they are organisers of great feats and other such religious events. Though they hold no official political power, they are normally a lot more influential over local communities than many realise.
=== Deities of the Northman Pantheon ===
There are 5 primary deities within the Northman pantheon, though there are also lesser-known gods and goddesses that are only worshipped by small numbers of people. Each one of these gods represents a core aspect of Northman culture and society and is also typically associated with a specific animal.
* Hugir, the Raven God - also known as the Ever-Watcher or The Hanging One. Associated with wisdom, knowledge, and prophecy.
* Skallr, the Wolf God - also known as the Great Hunter. Associated with tracking, hunting, and survival.
* Valeyja, the Eagle God - also known as the Lady of the Slain. Associated with honourable death, noble battle and the afterlife.
* Lykil, the Snake God - also known as The Sly One. A less-popular god that is associated with trickery, cunning, and manipulation.
* Thunar, the Bear God - also known as The Destroyer. Associated with brutality, war, and resilience.