The Clans of Incropya
Full Name: Incropya
Colloquial Name: The Steppes
Capital City: None
Kingdom age: Unknown
Government Structure: Nomadic Confederations - Incropya is made out of unions named Khanates(or clans) erected by it's bow-wielding, horse-riding nomadic peoples. Those unions are ruled by Khans - Sovereign, military rulers that lead their Khanate across the steppes to acquire new herding grounds, to raid, to pillage and to hunt. Each Khan is advised by 2 Ishads (military commanders) and one Elder (overseer of administration within the clan). The Ishads are tasked with taking care of military matters such as training warriors, punishing lawbreakers, organizing raids and scouting operations, enforcing the khan's rule, suppressing revolts and protecting the Khan in battle. The Elder is tasked with keeping the peace of the people of the clan and making sure the needs of the people are seen to. Besides the Khan, the Elder has the highest power within the Khanate, as he is usually the oldest and most respected of all people within the clan. He is the only one that could successfully undermine the Khan's rule. The Ishads are generally the two best fighters within the clan, although sometimes the clan chooses his own brothers or children to become the Ishads. Unlike the Elder, they can be replaced any time by the Khan, giving them very little power within the Clan. After the death of a Khan, the Elder oversees a duel between the relatives that feel they are strong enough to inherit his title. If the Khan left no able relatives(that means children, elders and women), the Elder will oversee a duel between the Ishads, and the winner takes the title.
Head of State: Varies
Population: ~2 million
Race(s): Humans 91%, Centaurs 4%, other races 5%
Demonym: Incropyan
Language(s): The Incropyan language, an ancient unwritten language with a lot of "R"s and "H"s. Very hard for foreigners to learn, scholars and merchants could spend years and they wouldn't fully master it. The Elders know many other surrounding languages, and the raiders generally pick up on the language of their victims.
Currency: None. An Incropyan's most valued possession is always his horse, they are generally not traded around with. Incropyans trade weapons, slaves, food and herds of cattle. If they manage to acquire gold they'l trade it since they it holds no value for them.
Religion(s): The Great Rider - An unreformed religion that centers around the story of an ancient nameless rider that conquered the world. Every rider clings to him as the ultimate god and tries to follow his footsteps.Other deities include his wife "The great mother" (the top deity for most women) whom gave birth to hundred of children, and "The Great Elder" - the wisest man in the world.
History: The history of Incropya has never been written down, instead passed by word - from parent to child - the details being lost in the void of time. For all extensive purposes, everyone believes Incropya was what it is today, a land of steppes ruled by nomadic peoples. There are stories and beliefs that it was once part of another empire or that it once was united under a Great Khan - a Khagan but for all we know those could be just rumors.
The centaurs are people that are horse from waist down, and man from waist up. They are much larger, much quicker and much stronger than men, although they lack in wits. They usually live over one hundred years, but they have a short memory and rarely speak. There were many more centaurs then there are today. In the past, it is said that they had a large bloodthirsty horde that terrorized the lands of Incropya, and that the Khans focused more on fighting them rather than fight each other. A plague hit them, which eventually took all female centaurs, leaving the males alone in the world. Some galloped to other nations after the plague hit, to find a hospitable place where they can live off in solitude. Most stayed in Incropya to be encompassed into the clans.
Present-state: Incropya is shattered amongst 4 khanates -
Evok to the North,
Voltarys to the East,
Gandhir to the West and
Haltarec to the South
Relations and Diplomacy: The khans are hostile to all adjacent nations, constantly raiding hamlets, monasteries and villages, in some cases they conquer castles or towns whole only to pillage them. It's quite unusual for a Khan to conduct diplomacy with a foreign ruler, but it has happened before. Diplomacy between the 4 khans is quite different from the rest of the world. A khan can ally another ruler by marriage, but to truly ally another incropyan khan they must become blood-brothers. It's a special ritual performed by the elders where the two Khans exchange their horses and then cut their wrists. The Elders tie the two together by the wrists. The riutual is done away from either clans, and so, with their hands bleeding and tied together they are supposed to ride to both khanates, one at a time, and announce they're blood brothers. When both clans hear of this they gather and have a large feast, where at the end, the Khans are untied. This process can take very long and it's extremely painful and exhausting, which is why it happens rarely. After either of the blood brothers die, the alliance is broken. Blood feuds are the complete opposite. When a clan raids or otherwise does something harmful to the other, the Khan can declare a blood feud, practically declaring war on the other Khanate untill the enemy Khan and all his relative are dead. Feuds can be mended, but to do so the Khan must make a large gift to the enemy Khan, and there's no certainty they'l accept.
Lands: Most of the landmass in Incropya is made of steppes. In the south, the Spearpoint Mountains act as a natural border between Haltarec and any nation further down south. Slaver's Pass is a narrow passage through the mountain from which Incropyan hordes come to raid and enslave foreigners, often used by lawbreakers that try to escape punishment from either side. At the far north tundra can be found, but no horselord goes that far with his clan. The whip river flows through most of the country and empties into the sea at Port Grasscroft.
Cities and Regions: The regions of Incropya are the clans themselves. The people are nomadic and thus they don't ever settle permanently, they pack up their tents and stay on the move, with their herds following them. They never raised any cities, temples or castle Incropya. There is but one exception to this - Port Grasscroft. A century past ,colonists from an unknown nation(if you want to be that nations just say so) send their ships to Incropya, where the Whip river empties. They started a colony there, but upon discovering the natives and their ruthless ways of dealing with strangers, the colony was abandoned. The people left behind were at the mercy of the gandhirs, the clan that ruled over that land. The Khan allowed the colonists to continue growing, if they were to pay tribute and trade with his people. Now, a century later, the colony raised and thrived, turning into a grand city that pays tribute to the gandhirs. This city has different religions, language and customs, as it's citizens never truly left their origin behind. Years ago the gandhirs allowed the citizens to rule as they please as long as they get their tribute, and the colonists remained loyal to their benefactors. Now the city is contested by the Evok clan, and wars are waged outside it's gates for who gets the tribute.
Culture: The Incropyans, although distinguished by the name of their clan, have the same culture and belief system. They are bred to be tough people, men dream to be warriors from a young age and women dream to marry those great warriors and to have many children. They are used with death, disease and suffering from a very young age. They are used to the kind of lifestyle that makes them tougher. There are few Incropyans who are kind, but they have a code of honor, they don't believe in backstabbing, and such that is considered the worst of crimes. With the exception the gandhirs, they are very hostile towards foreigners, and are known to kill preachers, runaways and merchants in gruesome ways. If you're not born in a clan but you wish to be part of it, you must prove yourself through a test, known as "The Marking". It involves partaking in a horse race, archery match and finally a duel between the outsider and either a lawbreaker(if he wins he gains freedom) or an old warrior. If the outsider passes the test, he(and the family he's with) are "marked" - a horseshoe is burned onto their shoulder. This is so that clansmen know that the outsider is now part of the clan, but he wasn't born in the clan. The only outsiders who aren't marked or whom have to pass the test are defectors from other khanates. The marked can proceed to do whatever he wishes within the clan(except preach a foreign religion and is free to leave and come back whenever he desires). Some foreign merchants train in horseback riding, archery and swordsmanship in order to be allowed to trade with the clans, knowing there's a lot of gold to be made. Magic is very scarce in Incropya. Those who have a talent for it have to train alone, with no guidance whatsoever.
Every 5 years the
wargames are held. The 5 khanates (assuming they're not at war) come togather and let their best warriors fight on horseback in a large field. The winner is known as "the great champion" a title that brings as much prestige and respect as being a khan.
Economy: The Incropyans find no real value in coins or gold, that's just stuff they can trade for more of what they need. The Incropyans are self-sufficient, they have their own smiths and artisans, they live off their herds and the herds live off the land. The horse is of the highest value for an Incropyan, there are many breeders in the country, and they sell the best horses to the highest bidder. They are generally the richest of the clansmen.
The Khanate of Haltarec
Symbol/Flag: A black horse eating grass with mountains in the background
Colors: Black/Gray/Blue
Head of State: Khan Vahqo "The Cruel"
Population: 300, 000
Demonym: Haltarari
Present-state: Strong military, low population, poor land, major slave trade.
Relations and Diplomacy: Raiding Voltarys and the adjiacent nations.
Cities: None
Military:
15, 000 Light Cavalry
10, 000 Horse Archers
10, 000 Heavy Lancers
Economy: The Khanate of Haltarec is the 2nd richest Khanate, as it deals heavily in the trading of slaves.
Factions: None
POV Characters:
Khan Vahqo "The Cruel"
Vahqo became Khan when his brother passed away. He was the youngest of his brothers, and he had to fight and killed both at the age of 14. When he took over the Khanate, many considered him to young to rule, and defected to other clans. This turned the Khanate into the weakest of the 4. Vahqo hates that fact, and subsequently hates himself for allowing that to happen. He's determined to restore Haltarec to greatness. He's known to be a ruthless and cruel man, torturing all those who've wronged him. His people fear him which leads to little slave unrest or crime. He is always cold, never showing a smile, he places little to no value on his advisers or his people. He is a skilled swordsman and the best marksman in the clan. He's now 19, and has been ruling over the clan for 5 years.
Sub Characters:
Howlan - Aged 76, Vahqo's great grandfather and now the clan Elder. Used to be a Khan, gave up on his title in favor of Vahqo's father when he turned old. A blind man, trying to help Vahqo change his ways.
Troki - aged 21, Vahqo's left hand man and Ishad. Troki respects Vahgo and follows his commands without questions, being in favor of everything he states.
Richard - aged 45, Richard was taken as a slave since childhood, but eventually became a marked warrior, and managed to rise to becoming and Ishad, as well as the slavemaster.
Khanate of Voltarys
Symbol/Flag: A full moon raised above a field
Colors: Black/White/Blue
Head of State: Khan Iriki "Bloodbrother"
Population: 400, 000
Demonym: Voltaryian
Present-state: Weak military, decent population, good land, no unrest
Relations and Diplomacy: Raided by Haltarec, Allied with Gandhir, Blood Feud with Evok
Cities and Regions: None
Military:
12, 500 Light Cavalry
7, 500 Horse Archers
5, 000 Heavy Cavalry
100 Moon Sisters
Economy: The Khanate of Voltarys is the poorest of the bunch
Factions: Moon Sisters - An order of sorceresses that are bound in service to the Khan of Voltarys. They are adepts of destruction and illusion magic, being able to cause havoc in the battlefield.
POV Characters:
Khan Iriki "Bloodbrother"
Aged 22, Iriki inherited the the Khanate from his uncle a year ago, as he left no other heirs. Iriki is good warrior and able military commander, but always merciful in his decisions. This mercy allowed his subjects to get away with crimes before, which made him less respected in the clan. The respect faded even more when Iriki became blood brother to Khan Pantor. Wants to keep his word and defeat the evokii, as well as earn respect within the clan.
Sub Characters:
Zambia - Aged 18, Iriki's wife
Ziel - Aged 3 the son of Zambia and iriki
Ala Vez' Narii - Aged 98 - The Elder of the clan and the leader of the Moon Sisters. Known to be the strongest mage in Incropya
Bashatur - Aged 70 a centaur Ishad bound to serve Iriki
Valho - Aged 35, Zambia's elder brother and Ishad
Rhaego - Aged 29, 4th born son to Khan Waldrag, taken prisoner by Valho and group of Voltaryan men
Khanate of Gandhir
Symbol/Flag: A torch crossed with a sword on a red background
Colors: Orange/Gray/Red
Head of State: Khan Pantor "the Bold"
Population: 500, 000
Demonym: Gandhir
Present-state: Strong Military, Rich Land, Moderate Population
Relations and Diplomacy: Allied with Voltarys, Blood Feud with Evok
Cities and Regions: Port Grasscroft (tributary)
Military:
20, 000 Light Cavalry
12, 500 Horse Archers
Economy: The Khanate of Gandhir is the richest of the 4
Factions: Guild of Grasscroft - The guild that rules the city, responsible for how large(or small) the tribute is to Gandhir
POV Characters:
Khan Pantor "The Bold"
Aged 46, Pantor dueled his cousin 20 years ago and managed to take hold of the Khanate. He managed to keep good relations with the other Khans as well as his subjects. His reign was just and good, the tributes received from Port Grasscroft made it possible for the people of Gandhir to have a better life than in any other Khanate. A year ago, Pontor found out that evokii agents were embezzling from the port. His wife passed away due to illness, and that made him take the rash decision to execute the corrupt guild members which eventually led to the Khan Waldrag declaring a blood feud and start to wage war on Gandhir. The war has been going on for almost a year, Pantor became blood brothers with Khan Iriki, but, even so, all battles against the evoki were so far lost. Pontor had 4 children - 3 boys and a girl, but 2 of his boys died in battle. Pantor desperately wants to win the war and avenge his family. He holds a deep hatred for Khan Waldrag.
Sikvi "Devil Huntress"
Aged 19, Sikvi is the only daughter to Khan Pantor. A wild and free-spirited woman, Sikvi is beautiful and fun to be around. Incredibly skilled in Marksmanship and horse-riding, Sikvi believed she was more of a man than any of her brothers. When her father tasked her to marry Khan Vahqo to try and secure an alliance, she stole a horse and galloped away, her location being currently unknown.
Timeric "Wolf of the Steppes"
Aged 22, Timeric is the 2nd born son of Pantor. Timeric was sent to travel the world from a young age, where he learned many things. A formidable warrior and a good commander, he was named Ishad after winning the battle against Khan Waldrag's brother despite being outnumbered. Timeric has a wolf named Stonetooth. Wants to avenge the deaths of his brothers and kill Waldrag
Sub Characters:
Zenho - Aged 50, an old warrior, known to be Pantor's best friend. Serving as Ishad
Gendeh - Aged 64, the elder of Gandhir
Khanate of Evok
Symbol/Flag: Two Horses raised on two hooves facing one another on a green background
Colors: Gray/Green
Head of State: Khan Waldrag "The Old"
Population: 700, 000
Demonym: Evoki
Present-state: Very Strong military, large population, rich land
Relations and Diplomacy: Blood Feud with Gandhir and Voltarys
Cities and Regions: None
Military:
5,000 light cavalry
15,000 horse archers
10,000 heavy lanchers
10,000 heavy cavalry
5,000 armored horse archers
Economy: The third poorest Khaganate
Factions: None
POV Characters:
Khan Waldrag "The Old"
Aged 67, Waldrag has been Khan for as long as he can remember, and recently became the Elder as well. It's a very uncommon thing for someone to have both those titles, and Waldrag has nearly uncontested power because of it. He spent his life as a lustful man, fathering more bastards than you can count. Out of all his kids he has only 2 true-born sons, the others became warriors but still hold no legitimacy to the title of Khan. During his early years Waldrag conquered land from the adjacent clans, making his khanate the strongest of the 4. To further expand he had spies embezzling from guild house at Grasscroft. Now fighting in a war against two other Khans, Waldrag has grand ambitions he wants to accomplish before his death.
Vikar "The Great Champion"
Aged 42, Ishad, Vikar is well known for being Waldrag's oldest son and for winning the wargames 4 years ago. Vikar is an incredible fighter and a proficient leader, he kept true to the vows to his wife unlike his father. Vikar is loved by his clansmen, his brother as well as all his bastard brothers swore not to rise against him when the khan dies. His skill in diplomacy enabled him to rule together with his father for the past years.
Sub Characters:
Karlag - aged 84, a centaur Ishad, known to be the largest centaur alive.
Ellie and Elena - Aged 13, the twin daughters of Vikar
Willia - aged 37, Vikar's wife
Mago - aged 15, Vikar's first son
Veho - Aged 9 Vikar's second son
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I know this is not a "kingdom", and that i'm taking up a bunch of land, but keep in mind most of it is split. I wanted this to be an interesting addition and I tried making it as realistic as I could. If you have any problems with this KC let me know and I'l change things right up.