Villagurd

*`any important info that does not fit into any of the categories can illicit its own, as ancillary info is for morsels that don't require a separate space.`*

The Crubets, violators of Danasland, revolutionaries, bringers of a new age upon the people. Previously known as Danasland, Villagurd had been ruled by the tyrant Royal Family Sholane (230 FA - 572 FA) who often looked at the Crubets as mongrels and uneducated nomadic pests that roamed the plains, infested the coasts, and consistently responded with aggression to any attempt at being subdued.

The Sholane family, emplaced a king and dukes to rule lands to govern the respective serfs in every generation that came upon Villagurd. Though the inner cities of the higher class had greatly appreciated the fruits of plenty from the work of the many nomadic and peasant folk that served under their reign, it was at the suffered and expenditure of the Crubet people more progressively as the generations continued.

These Crubets were deviant in their loyalties to the Sholane royal family and their rule, though never mustering the strength to rebel against them, or being threatened with genocides; in which had occurred recently in 512 FA, . Only in recent time, the three strongest of the eight clans had united the clansmen of the nomadic Crubets. Ak'mir of the Ho'ratis specifically reached out to each of the seven other chiefs to bring about the revolution to reclaim a free reign over their homeland; *Villagurd.* This happened within well planned and calculated strike, during a large national celebration, the Crubets attacked key cities housing the royal family. After the beheading of King Ezimir ( 572 FA ) the reign of the Sholane family ended, and Ak'mir Ho'ratis was named High Chief; and the Crubet Chiefdom and the **Crubetti Orgamm** was formed.

## Political Structure

Under the Orgamm, each Chief is given their own domain within Villagurd in which is under their leadership, but must be in accordance to the *Orgamm* which was put in place by Ak'mir upon the revolution. They have their duties to uphold the order in the land, supply the peoples with vital supplies they require, as well as inquire about improvements needed as well. If a chief is seen unfit, or improperly using his title, he will be stripped of his lands and horses, until his right for his provisions is proven. *How they do this is to the discretion of Crubet High Rule, and High Chief Ak'mir.* The clan's chiefs meet regularly to discuss decisions to made within the nation, requiring a vote of **5:3, or majority** in order to make a fair decision on rulings, they also speak about pressing matters in within the kingdom, and possible future operations/expansions.

**High Chief Ak'mir** is responsible for the reign of Villagurd and appropriate abidance of law that he has placed down upon the creation of the Chiefdom. He also runs as the Chief of Foreign Affairs. He also works as an advisor to the First Batale Armi in battle strategies as he had during the revolution.

**Chief Harrit Gretari** governs the northern part of Villagurd, mainly the lands around the Girkpath. Although barren and without any actual cities, he maintains a eye over all trade in through the main roads, as well as provides massive benefits to his clansmen who act as traders to the Crubet Chiefdom. Harrit's other responsibilities lie in organizing trade strategies for Ak'mir to undergo, facilitate organized roads and trading systems in Villagurd.

**Chief Molgi Kil'gog** is responsible for the maintenance of the **Birk'Okzirs** and overall command of the army forces operating under the Villagurd authority. He is given rule over the area closer to the south western sector of Villagurd, housing a home to vacate during off hours. Border security is also under his leadership, maintaining a strong border patrol during peace times.

### Crubet Law; the Crubetti Oggram

*'Every Crubetti is entitled to till land, graze horses, or fish if their heart sees the desire for it; this does not disentitle our counterpart, the Villagurdian as they are our Kin.'* All men, women, and children are seen upon as equal under the Orgamm.

## Social Structure

Ak'mir, in collaboration with the seven other chiefs,.

Ho’ratis, Kil’gogs, Gretari > Gi’milsi, Griners, Makris, Dogalla, Sombri.

In highest to lowest standing order, although there is an obstruction of social status in terms of who governs you, most come to the standing that your actions define your character. The people of all corners in Villagurd judge a person by what they manage to do around or in the community. An example often given to foreigners is the title of *High Chieftan* given upon to him by the rest of the chiefs for his achievements in accomplishing the freedom of all people. Often open religion and free affairs of others are allowed, the Chiefs don't endorse heinous behavior, but does not attack the people of Villagurd for being themselves, as long as they provide to the Nation.

## Military Structure

The end of the revolution, and the take over of the reign of Villagurd caused a massive collection of the old reign's army merge with the mostly cavalry force of the Crubet army, this caused a lot of disorganization and disunity between the recently conjoined peoples. Ak'mir of the Ho'ratis and Morgi of the Kilgogs came together for a period of a few months to reorganize the army. It started with completely restructuring how the units conformed, starting with the **Birk**(s), a ten man unit consisting of either cavalry, infantry, or archers. Usually supplied with several mules or donkeys for hauling supplies; as well as **Pesks,** these people tend not to count to the units of the **Birk**, they are a military servant that cooks food, hauls supplies, maintains animals, and preforms the more minimal duties for the Crubet Army.

The **Birk'Khan** is a division of one hundred men, consisting of ten **Birks** these units allow for easier command and information to be given between leaders. Essential to the provisions of the **Birks** is the mass supply of horses to each Calvary man, insuring that they are able to be on the move and have the mobility advantage over the enemy. **The Birk'Okzir** is named after their respective commander-in-chief, the two divisions currently in service; *The Ho'ratis Birk'Okzir and the Kilgogs Birk'Okzir.* These are the full army formations, consisting of one thousand men, with three hundred men as officers and generals for the army; this unit is promptly called the **Itari, or Crubet-Itari** for its heavy influence of Crubet-men serving amongst the ranks of generals and officers. Though there are acting Villagurdian generals and officers such as *Ligune Marcelle* who commands the **Fouth Birk'Khan.**

**The Crubet-Itari, or Itari,** is made up of the most well preformed and impactful soldiers that have served for the **Birk'Okzir**; often the sons of Chiefs or key political figures within the culturally diverse Villagurd. Brought into the *Itari* from childhood, they are taught political structure of Villagurd, brought into tribal meetings to observe how Chiefs conduct themselves. Every soldier is taught military strategies according to the Crubet code; promptly named the **Ho'ratis Doctorate**. Which is stictly instilled by both the Crubet Chiefdom, as well as many other soldiers within the **Birk'Okzir.**

1. **The Oagliman -** A one man of a **Birk** is also responsible for the action of the other nine in his unit. If one turns their backside during the incitement of battle, or disregards orders, the rest will be held accountable for the actions of the one. However because of this, many of the **Birks** are given ample skills and supplies to conduct themselves without too much supplies and helps increase discipline amongst troops. They are also responsible for disipline of their *Pesks* as well.
2. **The Sparim Rule -**If an order of retreat is given to a **Birk** it must be followed, this also affects any given order of command, otherwise the unit will executed if not imprisoned or slain in combat by the enemy. As well as all pillage and looting will commence after the submission of the enemy, after battle has finished the *Itari* will dispense all resources out to troops in an equal manner.
3. **The Gramim Rule -** An envoy will always be sent before the siege of a city or town, asking only for compliance to the soldiers and tribute to Villagurd. If the envoys are slain, or the city/village denies to contribute to Villagurd, the battle tactics and all-out war will be started against said city/village until they submit.

### Current Birk'Okzir(s)

A total standing army of two thousand men, mostly old Danasland infantrymen and newly trained Crubetti Infantrymen. There are two divisions of **Birk'Okzir. One is Lead by High Chief Ak'mir of Ho'ratis, and another by Chief Morgi Kilgogs.**

#### **The Ho'ratis Birk'Okzir**

consists of four hundred shieldmen equipped with well crafted Villagurdian steel, metal braced wood tower shields, as well as metal plated armor fitting that gives cover over the chest and shoulder pads; covering the arms only with chainmail, wearing the helm of the Crubets; *a metal skull like face plate with a thick plate over the skull to protect infantrymen's necks and heads from falling arrows.* There are also one hundred fifty archers, using a composite recurve bow, along with a back up bows, a dagger for close range, a mandatory of three full quivers, light leather jerkin, and the same hat in which is common amongst the nomadic people, a leather triangular cone with sheep's wool around the bottom and top to provide insolation. Two hundred pikemen of mostly Villagurd blood armed in heavier metal tower shields, with a large dagger-axe spear, steel chest-plate, chainmail shirt that covers the neck and head, the same helm the shieldmen wear they also wear. There are then one hundred seventy five cavalry archers, geared in the very same manner as the infantry archers, they have a scimitar instead of a dagger.

## Political Identity

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## Relationships

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## Culture and Values

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## History

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## Ancillary Info

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