What I'm about to post is a country from my friend in another media platform.
Country: Gáidil
Capital: Brigantia
Adjective: Güéghal (sing), Güéghel (pl), Güéghal (adj)
Animals: Aurochs, whooly rhinos, mammoths, bighorns, sheep, goats, deer, megaloceros/irish elk, wolves, direwolves, bears, cave bears, sabretooth tigers, boars, elk, hawks, eagles, ravens, crows, bisons, highland cows, assortment of geographically appropriate birds, horses, various fowl, seals, walruses, foxes,
Culture:
Dress code- the Güéghel dress, for the most part, in simple, crude linen tunics in summer and thick woollen tunics in winter, often with the adition of pelts and furs in the worst of winter, with optional hoses of the corresponding material for summer and winter. Commoners are mostly limited by this attire, but clan warriors and nobles will often wear a mantle drapped over one shoulder and tied at the waist with the colors of their clan, with some wearing richer weaves with dyes and different materials. There are four exceptions, however; the Amdaurs, servants and apprentices to the revered druids, wear a bright yellow; the bards, wearing sky-blue colors; the breghons, which act as lawspeakers, scholars, historians and judges in red robes; and the Druids, wisest among the wise, healers, astronomers, botanics and scientists of the Güéghel, only wear the most pristine white.
Songs and Music- It is common for the melodic line to move up and down the primary chords in Güéghal music. The relatively wider tonal intervals in some songs make it possible for stress accents within the poetic line to be more in keeping with the local clan accent, so the same song can have different intonations and chords while telling the same story. They're a common mean of passing oral knowledge, and as such bards are highly protected by the laws of Gáidil, regardless of the clan or affiliation. They play lutes, lyres, drums, bone and wood flutes, horns (both natural and made of brass), trumpets and the haunting carnyx.
Food- The Güéghel main sustenance source are the meat from their herds and game, fowl, dairy products, tubers, nuts, roots and berries from trees and bushes the Güéghel have managed to domesticate to a certain extent, wheat and vegetables from the lands closest to the Crossroads at the south and trade, and those clans with shores on the Freezing Lake or the Frozen Coast also add fish and shellfish to their diets. Their meals consist mostly of stews and roasts with salt and herbs as the main seasoning, sausages and inlays, salted, dried and smoked meats and fishes, with more complex and richly spiced and seasoned dishes being only found among the Leunos, Khelenos, Cilenos and Límicos, the southernmost clans.
Tools, Armor and Weapons- the Clans of Gáidil, while having knowledge of steel, still lack the technical capabilities to produce it en masse, maintaining a strong industry of iron and bronze, the later of which has been relegated to a more ornamental position. Their weaponry is dependant of their station, if they paid for them, or by their luck when looting fallen enemies; they wield shortswords of 60 cm or less, longswords between 60 or 90 cm, greatswords of varying sizes and widths depending on their wielder, great two handed warhammers, bearded axes, two-handed battleaxes, spears, javelins, composite bows of sinew, horn and wood, self longbows, slings, daggers of different sizes and basic clubs. They wield a wide variety of shields, from small wooden bucklers through round wood and leather round shields to enormous bronze coated tower shields engraved with intricate details. Their choice of armor, greaves, helmets and bracers is likewise dependant of their capability to afford them, from nothing but their tunics; simple raw, thick pelts; leathers -simple, boiled or studded-, sometimes combined with other metal protections; iron chainmails; scales, lamellar and segmented armors in both iron and bronze and the occasional chain-and-plate armor with iron chainmails and reinforcing plates of iron or bronze. Their tools are made on bronze, iron, wood, flint or bone, depending on the wealth and the available resources.
Coinage- the Güéghel mint two types of coins, fachos and obolos. The former are golden coins of approximately two inches, while the latter are smaller silver coins, one hundredth of the value of fachos. They also use axe heads as barter coin, due to their usefulness, with a value equivalent to a facho -if they're made of iron- or fifty obolos -if they're made of bronze-.
Politics: The federation of the clans of Gáidil is ruled by a council of elders from all fifteen clans, gathered together almost always in the capital city of Brigantia. The city is more of a big town, really, situated on a small peninsula to the north east. None of the clans lay claim to Brigantia or the peninsula, instead being a crucible of freemen from all the clans dwelling under the shadow of the Tor Breogáin, the massive tower of granite carved out of a mountain by the sea, the eastern side facing the city carved as a typical defensive keep and the western side facing the sea carved as a massive sculpture of Brath, the legendary first king of the Güéghel, holding a sword with the tip resting on the ground on his right hand and a torch on his left, in which a fire always burns to guide ships safely into the city's harbor. On the Tor reside and meet the elders of the council, and so does the Breogán, the elected high king, that serves his whole life as judge on the disputes of the council and as marshal of the warriors of the clans, should they manage to overcome their differences to come together against a common foe. Upon death, a new Breogán is chosen among the princes of each clan, each ruled by the Breos or kings. While technically honor bound to act fairly and with neutrality on the disputes of the council, it isn't unheard of Breogáns abusing their position to favor their clans and their allies. Such cases usually lead to civil wars between the clans.
Clans of Gáidil:
Ártabros- brave seafarers, they live the closest to the capital, residing mainly on their hillfort of Artabria. They are in a state of semi permanent hostility with his neighbors and rivals, the Libuncos.
Aunios- inhabitants of a small barren island to the southeast of Gáidil, Aunia, they're raiders and pirates, an unfathomable and taciturn people who rarely get involved in the affairs of the mainland.
Chairegos- nomads from the northern plains, which they swiftly cross in horse chariots in the summer and direwolf sleighs in winter, trading mainly in livestock and their own chariots and sleighs.
Cilenos- guardians of one of the greatest expanses of land of the kingdom from the mountainous hillfort of Arx Cilena, at the hills and mountains at the west of the southern borders of Gáidil. Master masons and carpenters, they boast some of the best defenses of the land, guarding the southern border. They also trade extensively across the Freezing Lake.
Khelenos- great merchant sailors, their walled town of Aklan sits at the inner end of the Freezing Lake gulf. They excel at fighting with tight formations of spears and shields, matching the defensiveness of their main rivals and neighbors, the Cilenos.
Lemavos- great keepers of knowledge and traditions from their hillfort of Proencia, the greatest library of the realm lies there.
Leunos- The Leunos of Grania are great healers and medics, possessing sacred springs of thermal waters within their hillfort.
Libredóns- renowned silversmiths of the sacred hillfort of Libredón, mystics and masters of the occult. They're the guardians of the holy oak Drú, on the cusp of the hill. The conclaves of the holy druidic order take place here.
Libuncos- lords of Libunia, neighbors and rivals of the Ártabros, their match in sailing skill, superior on their warriors and inferior on their craftsmanship and tradecraft.
Limicos- the dwellers of the river-city, Urentes. The best blacksmiths of the realm, their craftsmanship is envied and sought by all other clans, which grants them equal amounts of friends and rivals.
Lugóns- probably the greatest masons of Gáidil, rivalled only by the Cilenos. They dwell in the mountains in the isthmus on the northern shore of the Freezing Lake, and guard its mountain passes against foreign trespassers.
Nerios- splashed all along the Frozen Coast, their only sizeable settlement is the village of Cabodumundum, on the easternmost point of the kingdom. Expert fishermen, they provide much of the fish and shellfish that the Tamarcos traders distribute further inland.
Sicaeos- based on the island of Sica, to the north of the isthmus of the Freezing Lake, these hardy sailors trade on products from all over Gáidil with the tribes of the opposite shore of the artic sea, and are acomplished whalers.
Tamarcos- nomads of the central plains, these masterful riders control the flow of trade through the heartlands of Gáidil. While lacking static settlements, they do have a sacred gathering place in the stone circle of Tamarquia, where they gather once a year to exchange goods and tales among the various tribes that make up the clan.
Trasancos- they're scattered on very small groups -almost familiar- throughout the mountains and hills of northern Gáidil. Almost as reclusive as the Aunios, they're the best hunters, trackers and leather-workers of the realm. Their main -often sole- contact with the other clans comes from their trading of furs and smoked meats, of bone and antler and of special herbs and mushrooms.
Race: They're large sized humans -the tallest among them are the Libuncos (210 cm in average), with the Aunios and Trasancos tied as the shortest (180 cm in average)- of dark hair, fair skin (although easily tanned on the sea or the snow) and blue eyes, although other pigmentations aren't uncommon. Strong and muscular, they keep their hair and beards long for added warmth. They make little distinction between males and females, the latter only getting a deferential treatment when in the central and late stages of pregnancy.
History:
The hardy humans of the far northeast of Farlahad -as they know the Continent- have no idea where did they come from, but they have their own theory about it. They claim that The Old Father -whom they call Inmmos in the North and Lugh in the South (relative to their domains) and the Isles-, a flaming deity, approached Gáidil to get a better look at the lands covered in trees below him. The closest to him was the tall Drú, the Oak Man, whose branches grazed the clouds. His approach caused Drú's body to burn and wither, finally exploding in countless pieces of charcoal.
This saddened The Old Father, who was then approached by a being who came crawling from the charred remains of Drú. This being presented herself as Dana, according to the southerners, and Belimaar, a man, according to the northerners. Whatever the case, history knows them as The Trickster, for it convinced The Father that reviving the Drú was possible, if all the pieces of charcoal were put together and then infused with part of The Father's life force. And so, while the Father prepared himself for the taxing ritual, the Trickster gathered all the pieces of charcoal, but as they picked them they gave each one different shapes and traits so they wouldn't fit when placed all together, for them -the Trickster- were a part of the Drú themselves and its resurrection would bring their destruction. It was a being that dwelt in the shadows, and hence why it planned to weaken The Old Father by splitting his life force among countless small pieces, for his blazing glory would be much weakened and shadows would florish all around Farlahad. When they finished placing the pieces together in the centre of Gáidil, so was the Father ready to infuse them with life.
But, as the Trickster had planned, all of the different shaped pieces of charcoal gained life and awoke to find themselves standing between a gargantuan, blazing man and a swirling mass of shadow. Terrified, the new creatures scattered all around the world of Farlahad. But one of the new creatures, on his flight, stumbled with a branch of the Drú that hadn't been fully consumed by the flames. From a weakened stick with a few brittle leaves, a single acorn dangled. The creature snatched it and continued its flight, his direction of choice being the northeast. There, he found some others huddling in a cave in the tall cliffs of the frozen shores. Like him, they were taller and stronger than most of the other creatures of the Drú, but they weren't exactly the brightest. Seeing how defenseless their lack of knowledge made them against their harsh environment, the Sage -Athanos for the northmen, Navia for the southerners and Lir for the islanders-, approached them in the form of a middle aged man in blue robes from his realm, the Ocean, and explained how they had come into being, due to the kindness of the Father, and the cunning of the young Trickster, and how both should be revered on their own way.
He proceeded to also teach them how to tend the soil for it to yield its fruits, how to hunt, how to craft and how to fish. He also instructed them to plant the Acorn in the Hill of Libredón, in the geographic centre of Gáidil. The thirty creatures huddling in the cave took the name of Güéghel and formed fifteen clans. Despite most scholars from more civilized lands dismissing the tale as barbaric nonsense and superstition, the Güéghel do have an abnormally humongous oak the size of a small keep, its branches shadowing the entire hill it stands on. While the clans occupy a disperse territory, they compensate their diaspora with impressive shipwright and navigational skills, which make their fearsome raiders reach shores far beyond their natural area of influence. The clans have always been aggressive, as much among themselves as with their neighbours, keeping their numbers small and their expansion limited when not stalled, but when threatened or presented with a specially tempting prize, all the clans will waste no time rallying behind their King, who will lead the Fifteen Clans to riches and bloodshed.
Due to their similar origins -according to their religion-, the Güéghel have strong beliefs against slavery and discrimination by matters of sex or station -visitors from other parts often find themselves puzzled by seeing Güéghel women clad in armor or men carrying babes or working a loom-. Due to this they do not harbor a special discrimination, hatred or contempt for any specific race or culture- they will raid them all the same.
Coat of Arms
Color: Sky blue
Also, the person gave me this song