Several WIP sections; military needs cavalry additions. Picture gallery to come! [hider=Cimbrian Ascendancy][center][img]http://i.imgur.com/dhC8udV.png[/img] [img]https://upload.wikimedia.org/wikipedia/commons/thumb/5/5c/Flag_of_the_Eurasian_Youth_Union.svg/800px-Flag_of_the_Eurasian_Youth_Union.svg.png[/img] [i]The flag of the Cimbrian Ascendancy represents the all-pervasive nature of the Volcano; its power reaches every corner of Illyrica.[/i][/center] [b]Demonym:[/b] Cimbrian [b]Government Structure:[/b] Cimbria’s government structure has its origins in familial units, which have existed in the region long before Cimbria as a nation became to be. After one’s immediate family, the basic measure of societal units are the [i]doma[/i]. Land is owned by these groups of families, rather than singular households. The leadership of a doma is responsible for the needs of the families that comprise it, and establish schools, where young Cimbrians receive compulsory education. They also manage the collecting of taxes. In villages, the system of doma may exist on a small and very personal scale, whereas in Cimbria’s city-states, the doma are large, regional entities that may be responsible for specific districts. Within Cimbria’s city-states, the leaders of each doma assemble to form a city council. These councils hold the majority of power in Cimbria. City councils oversee their own respective doma, but also collaborate to manage the city-state’s overall welfare. They are also responsible for ensuring their tributes to the Cimbrian throne are met. The councils nominate one individual from their ranks to be the head of the city-state, who mediates their assemblies and represents the city to the throne. Several of Cimbria’s city-states have rose to preeminence over others. The most powerful of these is Eln, the de facto leading city-state and capital of the Ascendancy. The city council of Eln is effectively the governing body of Cimbria. The leader of this council is called the Valarn, who is the closest thing Cimbria has to an emperor. Tradition maintains that the Valarn is anointed by Aketa, with divine right to rule. This individual is supported not only by his or her local council, but by the Cimbrian Orthodoxy, the judicial staff, and local governors. In theory, the Valarn has absolute power as the ruler of Cimbria. However, the structure of Cimbria’s government is a semi-democratic institution, and if need be, the Valarn can be removed. The position is not hereditary by law, but nominees are often selected from the predecessor’s family. The Valarn’s role, in practice, plays little part in the day-to-day governance of Cimbria. Instead, his or her primary functions include calling the state to war, deciding the tribute the other city-states pay, and leading the state in religious ceremony and affairs. The daily governance of Cimbria falls to a second-in-command, called the Aren. The Aren’s duty involves overseeing thousands of civil servants and regional rulers. Local governors of the city-states fall under the Aren’s jurisdiction, who ensures that their tributes are paid and their regions obey the central laws of the Ascendancy. This position is selected by the Valarn from one of Eln’s city council members. Eln’s city council has the authorization to nominate a new Valarn upon the death of the old one. Its members act as advisors and confidants to the Valarn, and it is an unspoken rule that the Valarn requires their agreement before executing major decisions. They are also the generals of the Cimbrian army. [b]Leader/Leaders:[/b] [hider=Valarn Samaan Bitah II] The reigning Valarn of Cimbria is Samaan Bitah II. She has been Valarn for just over six years, taking the place of her uncle, Orrin. Samaan is young, still in her twenties, but leads her people with an enthusiasm not seen in many generations. She is known to be very involved with the Orthodoxy and is wary of the growing Eleutherian influence in Illyrica. Samaan is also keen on the discovery and retrieval of Magalis’s artifacts. [/hider] [b]Currency:[/b] Cimbria uses a currency called Ioni, which continues to be distributed in Noriath. [b]State Religion:[/b] Cimbrian Orthodoxy is a local denomination of Ilinucism that adheres closely to the religion’s original beliefs, with some key differences. Cimbria has no Arch Matriarch or Patriarch; the Valarn is the de facto religious leader in the state. In religious matters, however, the Valarn functions exactly as they do in other Ilinucist nations. With the apparent fall of Ethea, Cimbrian Orthodoxy promotes Eln as Ilinucism’s new religious capital. The tenets of Cimbrian Orthodoxy are a close match to original Ilinucism. What distinguishes it is its desire to maintain balance in the natural world. With the unpredictable nature of Magalis as evidence, one wrong deed, one misstep, could spell disaster. It is believed that Aketa’s consorts, Fengri and Kafto, are locked in eternal struggle for supremacy over the sky. Aketa watches her lovers do battle in the cycle of the day and night, unable to stop their warring. Their powers wax and wane, manifest in the seasons. Winter is when Fengri is strongest, for the days are shorter. Summer comes when Kafto has the advantage, as the days are longer. If either god should defeat the other, then Illyrica would be locked in total day, or total night. This upset in balance and the loss of a lover would break Aketa’s heart, and Magalis would engulf everything in a storm of raw emotion. To prevent this disaster, Cimbrian Orthodoxy promotes ritual sacrifice and bloodletting. The souls of the sacrificed ascend to the heavens, where they fight for either Fengri or Kafta, depending on the season and the time of day. Thus, their contribution helps to maintain cosmic balance and keeps Magalis from destroying Illyrica. These souls do not fight for eternity; eventually, even the sacrificed must return to Aketa’s embrace. Therefore, sacrifices must be made for all of time, on designated calendrical days. [center][b]Demographics and Geography[/b][/center] [b]World map location:[/b] [hider=Location][img][/img][/hider] [b]Interior map:[/b] WIP [b]Major cities:[/b] Lindsk, Almec, Hyrgus, Titum, Peln [b]Major military installments:[/b] TBA [b]Important locations and buildings:[/b] TBA [b]Capital:[/b] Eln [b]Population:[/b] 9,000,000 [b]Race and Ethnic demographic:[/b] The majority of Cimbria’s population is myrr. Myrr are humanoid, with distinctive elongated ears. Myrr have relatively gaunt faces, characterized mainly by their prominent cheekbones and strong jawlines. Their eyelids are narrow, containing irises of varying color, but usually having a silvery gleam. Their skin complexion is most often fair. Naturally, their hair grows lank and color ranges from blue-black to dark brown. It is fashionable to either shave their heads or weave their locks into intricate styles. Myrr sexual dimorphism is comparable to humans, however their facial features are slightly more androgynous. The second largest demographic in Cimbria is human. Most are Arkushite in origin, with some small populations originating in far away lands. Arkushite anahir are present, though not as widespread. Many non-myrr populations were once enemies of Cimbria that have been assimilated and pay tribute to Eln. For the most part, they are at liberty to govern themselves. Cimbria is a curious land, touched by ancient magic. The trees sing with the wind, fae courts assemble beneath toadstools and old forest pathways disappear at will, leading travellers astray. Among these peculiarities are the hrung - enormous wolves the size of horses, possessed of a sentient intellect. They dwell in the wilds, and their relationship with the Cimbrians is complex. Millenia-old folk tales make reference to them as guardians of the wilderness, just as likely to attack who they perceive a trespasser than to help who might be lost. The hrung live in packs, some far from Cimbrian civilization, others nearly on the doorstep. Each pack is unique, with its own traditions and aspirations. Many have accustomed themselves to the Cimbrians and formed friendships with them. It is not uncommon to see bands of hrung wandering city streets; some even reside in them. They speak a unique tongue amongst themselves, mutually intelligible to Cimbrian speakers, but utterly alien to all others. The hrung are a proud race, and they do not bend to the beck and call of Cimbrians, but work alongside them as partners. Some packs choose to align themselves with a Cimbrian doma, and members of both communities will form a pair. They make exceptional hunting partners, able to track and run down prey. Some even permit their paired Cimbrian to ride them, but only during a hunt. They are not steeds, and refuse to wear saddles or bridles, or let their partners idle on their backs. When Cimbria goes to war in defense of their lands, the hrung accompany them to protect their ancient dominion. Though the hrung are dignified, they are nowhere near as complacent as Cimbria’s forest dragons. Illusive, despite their size, these ancient creatures make their homes deep where no civilized man dares to venture. They adapted to the green canopy of the Cimbrian wilderness long ago, sheltered from the prying eyes of mankind. Still thought by most to be but a myth, the dragons lie in deep slumber, roused only to feed. Even then, these periods are few and far in-between. As if they were extensions of the very woodland, they wake to prey on overpopulating animals, keeping the ecosystem stable. When the Cimbrian wilds are threatened, they rise in its defense. Forest dragons are haughty creatures, and they are loathe to acknowledge intelligence that may be above them. They grudgingly respect Magalis as an elder spirit, but will never openly admit the possibility of Aketa’s existence. In the rare case that a Cimbrian should encounter a forest dragon, he may find himself not a meal, but rather a subject of interrogation. The dragons are highly intelligent, curious creatures, and they take a keen interest in the happenings of the world while they have slumbered. The conversation is more like a bargain - the dragon will probe for news, and the Cimbrian may receive a favor in return. Most times, this favor is simply not becoming dinner! In other cases, a lonely dragon may take a wanderer in as an indentured companion for a time. The individual will find himself the brunt of jokes, a rival in games of wits, or just another soul to make pleasantry with. [b]Economy:[/b] Stable [b]Wealth balance:[/b] Skewed in favor of the nobility, but most live comfortably. [b]Major exports:[/b] Cimbria’s largest industry is the sale of non-wood forest goods, which include gums, resins, essential oils, flavours, fragrances and aroma chemicals, incense sticks, handicrafts, thatching materials and medicinal plants. [b]Major Imports:[/b] (Help!) [b]Staple agricultural crops:[/b] (Help!) [b]Trade partners:[/b] Arkush, Noriath, Ethea (formerly) [center][b]Culture[/b][/center] [b]Religion:[/b] Ilincuism [b]Denomination:[/b] Cimbrian Orthodoxy [b]Religious heads:[/b] Valarn Samaan Bitah II [b]Popular opinion on the volcano:[/b] An embodiment of Aketa’s raw, primal energy. Sacred object of worship, but unpredictable and dangerous. [b]Popular opinion on wars:[/b] Necessary evil. Sacrifices must be made to keep the heavens balanced. Artifacts must be recovered from the wrong hands, by force, if necessary. [b]Popular opinion on magic:[/b] Aketa’s gift to mortals. Inseparable from religion. The key to reaching one’s potential, but to be used wisely. [b]Popular opinion on religion:[/b] Defines the core of Cimbrian culture. Inseparable from magic. [b]Popular opinion on the Aristocracy:[/b] Gifted with an excess of divinity. Worthy of respect, but fallible, as all mortals are. [b]Popular opinion on the Government:[/b] Holds Cimbria together. Charged by Aketa to govern for the good of all. The Valarn has been given great privilege, but responsibility, also. [b]Popular opinion on foreigners:[/b] TBA [b]Popular opinion on other cultures:[/b] TBA [b]Cultural name for the Volcano:[/b] Magalis [b]A look into the unique culture:[/b] Two primary social classes dominate Cimbria - the nobility and the commoners. The nobility commonly hold positions of leadership in city councils, or administrative seats. They enjoy a wide range of vocations available to their class, and hold the majority of wealth. Unsurprisingly, most sorcerers fall into this class. Most nobles inherit their status, but hereditary line isn’t the only way to become a noble. Commoners are further grouped into different categories by occupation. These include farmers, merchants, civil servants, and countless other jobs. Little distinction is made between occupations, meaning all commoners are equals. Despite living below the nobility, most commoners enjoy their degree of freedom. Commoners are independent, have the ability to decide their own lives and make their own wealth. One exception to this duality is becoming an athlete. Athletes have a special status in their own right, and the successful ones are celebrities, sometimes rising to fame and fortune that rivals the nobility, regardless of one’s original class. Warriors also have a respected and special status. They are venerated for religious reasons, chiefly the ability to take prisoners and to sacrifice them to maintain balance between day and night. Their role in the permeation of this ritual gives them a significance beyond class and wealth. Cimbria practices slavery, although theirs is a peaceful system. Slaves are well-treated, bound by personal contract, without hereditary implications. A slave’s children are free, and a slave can own possessions, even other slaves. They can buy their freedom, and be granted liberty if they prove mistreatment, or marry their masters. On the death of their masters, they are passed along as inheritance, or may be freed if their service was exemplary. Masters cannot sell slaves without their slaves’ consent. One may become a slave in different ways. This includes punishment for crimes, neglecting to pay one’s debts, or capture as a prisoner of war. It is also possible to sell oneself as a slave, usually a destiny of gamblers, addicts, prostitutes and other “low” members of society. Education is compulsory for all Cimbrians, nobles, commoners, or slaves, males or females. Both genders are considered free people. Citizens are well-educated in general, though males usually receive a wider-encompassing education. The primary lessons for females are how to cook, make crafts and care for family, but also how to manage a home, and its economy. Society at large is male-dominated, but women have the majority of power at home. They can run businesses, and enjoy the greatest influence over family life and the raising of children. Older family matriarchs are respected by all and sought after for advice. Divorces are allowed on specific conditions, but both men or women may present cases, and property is divided equally between both sides.. Cimbrians have a vibrant, active society. They see sedentary lifestyles as a waste of one’s gifts and strive to pursue individual passions, hobbies, careers and so on. As a result, Cimbria has a very rich history of visual and musical art. When something is made, it is treated as a gift to all who appreciate it. This cycle of creation and gift-giving reflects Aketa’s gifts of divinity to the denizens of Illyrica. Cimbrians are constantly trying to improve their own potential, or the potential of their creations. This makes them adept innovators and problem-solvers. Cimbrian dress varies in color and silhouette, but is made to complement the body of the wearer. In most cases, clothing reveals a large amount of skin, as to display one’s natural beauty. Risque, daring outfits are most appreciated; it is only appropriate to display the gifts one has been given! Garments are accompanied by elaborate jewelry pieces and accessories. Cimbrians are vain, but they have a right to be, as they take great lengths to maintain their appearance. A great deal of importance is placed on religious festivals held throughout the year. Cimbrian Orthodoxy promotes holidays for the cycles of the seasons, lunar and solar eclipses and the coming and going of years. These holidays have virtues and lessons attached to them, and usually take place in two parts: the morning of a holiday is a time of reflection and prayer. Sacrifices usually happen in the late morning or midday. The evening is a time of revelry and festivities. Days of individual importance, like birthdays, weddings, coming of age and funerals are also very important. Family and friends will go to great lengths to make a showing of the event. [b]Cultural history:[/b] [b]Notable figures:[/b] TBA [center][b]Military and History[/b][/center] [b]Type of Military:[/b] Voluntary [b]Total Military fighting units:[/b] 70,000 [b]Unit demographics:[/b] The Cimbrian war machine appears chaotic and disorganized to outsiders, as it places very little emphasis on rank and chain of command. Rather, all are expected to follow their commander’s fundamental orders, but are encouraged to take the initiative when possible. The result is an unpredictable, overlapping line of battle, where household units push and withdraw as volleys of arrows pincushion the enemy. Owing to the dense jungle that encompases the country, Cimbrian soldiers must be light on their feet and skilled survivalists. Skills that are taught just after a Cimbrian learns to walk become the same abilities they rely on in times of danger as adults. The core of Cimbria’s army is composed of versatile infantry, known collectively as the House Guard. The House Guard is made of civilian volunteers, organized into households by their home cities. Nearly all able Cimbrians have trained in the use of the longbow, for it is a tool to hunt and provide for one’s table. Most learn at a very young age, becoming experts by the time they reach adulthood. It is the primary weapon of the House Guard, which answers the call to arms when Cimbria itself is in danger. Besides forming the bulk of Cimbria’s armies, House Guard militias patrol their respective homes as enforcers of law and protectors from the wild beasts that live among the Cimbrians. The elite of the army are found in the Verdant Guard. Called so due to their green cloaks, these are professional soldiers, cross-trained in both archery and hand-to-hand fighting. Units of Verdant Guard are organized into two groups. One will carry bows, while the other is armed with spears and shields. Both divisions will support one another in combat, the archers scouting out the enemy and raining arrows from above, while the spear line pins them in place. Cimbrians are unsurpassed trackers and navigators, and skilled individuals may be nominated to scout opposing armies, harass them, or assassinate commanders. These privileged few join the ranks of the Rangers. Guardians of Cimbria’s border, they are expert ambushers, and spend long days training their bodies to be strong and nimble. They navigate the branches of trees, stalk wild game without a sound and use their knowledge of their surroundings to remain virtually invisible. A Ranger can remain still for days on end, waiting for the perfect moment to spring a trap on bewildered prey. A Ranger’s duties often put him in isolation for great lengths of time, and he may eventually find solace among the wilds. For some Rangers, their self-imposed exiles become permanent, and they seldom return home, save to make their reports. [b]Notable figures:[/b] TBA [b]Past wars and notable events:[/b] TBA [b]Past conflicts with other nations:[/b] TBA [b]Current conflicts and wars:[/b] TBA [center][b]Other[/b][/center] TBA [b]Artifacts and famous enchantments under control of the nation:[/b] TBA [b]Anything else we should all know:[/b] TBA [/hider]