The Supreme Khanate of Grular Organization in Faelon | World Anvil

The Supreme Khanate of Grular

“Ecstasy of battle takes me where the falcons fly!”” – line from Grular War Song
      Heraldry A left rearing black horse on a deep purple background. The horse is sometimes represented breathing red fire. The purple signifies the purple-colored heath that dominates the scrubland that forms much of the Khanate and the horse is Narakan, the Thunder-horse. A semi-precious color stone for the eye is common. Dress armor typically outlines the horse in silver and the fire is made from semi-precious red stones.   Each tribe has their own specific variation on this theme. When a tribe displays the national heraldry is viewed as a sign of unity.

Structure

Government Grular is a unified confederation composed of thirteen tribes under the rule of a Supreme Khan. Each of these tribes has their own leader, the Khai’zash. Each tribe has several kex’kan (“circles of horses” or clans) within their territory, ruled by an Ash (chief).   The Supreme Khan is chosen by all the Khai’zash when there is a vacancy—this can be violent. This event only occurs at a place called “The Bones of the World”—a sacred and foreboding place within the Canyon of the Wailing Shadows.   Each Khai’zash is appointed according to their tribal traditions by the Ashaf and other prominent figures. This typically includes Rites of Passage, a demonstration of skills, mob declarations, heredity, even combat to the death.   Each Ash is chosen by their kex’kan according to their ways similar to the Khai’zash, but usually more violent.   Each level of governance has an inner court. Members of the previous regime are sometimes kept, but nepotism is pervasive. Sages, generals, administrators, and shaman are typical. Other specialties, such as assassins, spies, and magic specialists are typical in the upper echelons of the more powerful tribes, but are not public. Any leadership position may be challenged in the event of failing health or act of extreme dishonor.

History

Rising from the western plains of Outer Symidia, Grular rose as a force of chaos and unpredictability on the northern continent. Wandering and migrating for generations, honing their combat and survival skills, Grular became the most feared horse archers in all Isarchael. They carved out an empire for themselves from harsh and violent lands, as brutal and unforgiving as themselves. They are cruel, determined, ambitious, and conniving.   Many horse tribes from the western plains swore an uneasy truce to Symidia long ago (Y-400). Only after the First Symidian Migration did this tepid peace turn to rebellion (circa 55). The influx of people damaged the natural balance the horse tribes had with their land. The refugees were seen as an invasion. Open warfare and raiding started to take hold circa 70. Skirmishes continued for years. Full rebellion was under way by 85.   Neither side could effectively invade the other because Symidsang Danar’iss (Symidian Border Mountains) were nearly impassable to cavalry. Both sides fortified the trade passes to withstand anything. The rivers of the southern plains were too hazardous to traverse. Any offensive foothold was recaptured for too few troops.   Realizing the futility of warring with an enemy one cannot reach, their bloodlust turned to the refugees themselves. They had shiny trinkets, food, grog, women; all the things the horse tribes could want. For decades, the tribesmen raided and plundered the refugees that went across their lands. Most of the surviving refugees went to the far northwestern mountains. The rest ventured into the Red-rock Desert in the far southwest, not to be heard from again.   Despite the generally violent nature of the horse tribes, there were few occasions when trade and exchange replaced savagery and killing. Through many of these encounters, the tribesmen picked up new skills and knowledge. Many new crops were introduced to them. Hatred was mildly tempered with curiosity. The horsemen began to see rival tribes as allies, rather than enemies.   The First Symidian Migration trickled to an end circa 150. The tribes attempted to get back to their life with the land. All were born into the culture of plunder and death. Many plains and forests stripped bare by the Symidians were becoming desolate desert scrub. Food and materials were in short supply. The horsemen began to miss the bounty of the refugees and the thrill of their death throes.   Several natural leaders arose during these trying times. One from the tribe of Peshdorax stood out. Arkul Grula vied for control and alliance with several horse tribes to repel the invaders. His ascension was deemed official in 171 when he killed both of his main rivals, Kreegrul Rolaar and Xoken Mungrongk, in quick succession before a council of tribal delegations, eliminating any competition. Most of the tribes fell immediately under his spell and yoke. But not all.   Several outlying tribes were not represented at Grula’s “unification”, but he would not rest until all had submitted. “Our ultimate strength is as one.” Tribute and warriors from these renegade tribes were needed for a burgeoning war machine and the birth of empire. Yet, the renegade tribes were wary of handing over their wealth to some distant leader and so resisted. Several minor skirmishes ensued during the 170’s as all sides vied for dominance.   Fire and thunder filled the skies in 180 when three volcanoes of Symidsang Danar’iss erupted after their long slumber. The volcanic ash choked many water supplies in eastern Isarchael and made the land unusable. Another migration of Symidian refugees came pouring through the northern mountains, far larger than the last.   The staggering number of refugees escaping the cataclysm overran the eastern tribes completely during the years 180-184. The Second Migration had begun. Many of the central plains suffered this affliction too. Several groups of refugees attempted starting anew by carving out small patches of Grular lands for themselves. Some small fortifications and hamlets were built, but nothing that withstood the continued onslaught of Grular forces. The lands also had difficulty supporting any quantity of people.   Arkul Grula’s first true test of leadership was here. His ruthlessness in pushing the refugees out of Grular earned respect from almost all others. He demonstrated near genius strategies, and loyalty to the Horse Tribe ways. Any resistance to his rule diminished afterwards, but did not disappear entirely. This cemented Grular resolve to repel this invasion as the hordes continued over the mountains and passes for the next several decades.   Today, the large migrations of Symker people to the west through Grular lands are a thing of the past. The Khans of recent times face a different problem, seeing themselves as hemmed in on all sides by factions jealous of their sparsely populated land.

Demography and Population

Mating Rituals and Customs The typical Grular family consists of three sets of married couples (six in all). The first marriage is to the mate, the second to the hraraxahl (the triangle). Both levels of marriage are usually pre-arranged among the upper levels of Grular society. The lower castes tend towards free form, but have the parent’s and group’s approval. Only men may initiate divorce in an arranged marriage. This is an embarrassment to the wife and her family.   Marriages are arranged for political, economic, or prurient reasons. Daughters are considered property to be traded for marriage rites. Economic and status reasons are seriously considered. Concubines are common among warriors on campaigns and other high status persons. Children are important, especially sons. There is always a shortage of males due to their warring nature. Extramarital affairs are common, especially if the husband is gone for extended periods.   Entertainment All sports and play are thinly veiled combat training of some type. Archery from horseback is common, as well as swordplay. A popular spectator sport is Kreetanish. A large beast, usually a bull, is released into a ring with up to five adolescent boys on horseback who strike the animal setting it up for the kill. The goal is to deliver the actual deathblow while getting the others to set up beast for you. It is considered defiant or poor form to kill the beast with the first blow.   What is valued by this society?   The freedom of the open plains and being master of one’s own destiny; whether by shrewd politics and/or glorious combat. Also getting ahead in life by improving one’s standing through wealth, power, and honor. These are gained through the glory of victorious battle and the pursuit of material wealth.

Territories

Grular occupies a significant area of Isarchael. The climate varies from near arctic to warm temperate. Tornadoes are common in the central plains. Snow, hail, strong winds, and thunderstorms are common throughout Grular. Hurricanes occasionally hit the southern coast.   Grular comprises almost all types of terrain. Mountains to the east and west; rolling hills in the south; hundreds of miles of coastline; several rivers and large lakes; desert and desert canyons; forests and grasslands; bogs and swamps.    

THE TRIBES

While the number has varied to some degree over time, in the current day there are thirteen recognized tribes in the Khanate and that number has been stable for many generations.

Zignetrex
(sym. Star Swan). Their sign consists of white swan wings on black under a single six-pointed star. The Star Swans prefer swift raids on moonless nights.   Frazudax (sym. Golden Shell). Their sign is a golden scarab on red. One of the richest tribes, the Frazudax are one of the few that fields Kataphrakt super heavy cavalry.   Irkenvaal (sym. Iron Fang). Their sign is black fangs on red. They have a higher proportion of Impaler to Marauder cavalry and prefer a stand up fight over archery duels.   Valtux (sym. Strong Claw). They are marked by orange and black striped tiger paws on white. The Strong Claws field a large number of Bludgeoneers during battle and their Marauders are as accomplished with the morning star as the bow.   Umbrakan (sym. Shadow Horse). The Shadow Horses do not carry standards and are often veiled and cloaked, not revealing their armament or purpose until the last moment.   Krabuk (sym. Death Dog). These worshippers of the jackal-god carry a red grinning jackal face on black into battle. They fight fanatically, not fearing a death they welcome.   Varlotsh (sym. Wild Falcon). Their sigil is a black, diving falcon on white. The Varlotsh claim to have the fastest horses and to be the best falconers in the Khanate. They very well may be right.   Volashakh (sym. Storm Sword). Where other tribes fight with morning star or impaler, the Storm Swords wield two spikedrakhs. They lack protection, but their offensive punch more than makes up for it. Their banners show gold crossed spikedrakhs on black.   Khazarlax (sym. Thousand Bows). Their sign is three golden, crossed, downward pointing arrows on purple. Like their name indicates, they darken the skies with their missiles in battle.   Ruhlgar (sym. Flame Fist). The Ruhlgar employ all sorts of flaming weapons in battle and seem obsessed with fire. Their sigil is an orange, flaming clenched left fist on black.   Vukorsh (sym. Ash Child). The ancestors of the Vukorsh were survivors of the eruption of one of Symidia's many volcanoes. In battle and during religious and other ceremonies, they cover themselves in ash, which serves as all the sigil they require.   Peshdorax (sym. Black Wing). The symbol of Arkul Grula's tribe is a black winged horse on purple. The existence of a Peshkan, or winged horse, has been hotly debated in the Khanate for generations. The bones of what certainly seems to be a horse with wings can be found in the Shrine of Heroes in Rakanslat. The founder of the Peshdorax is claimed to have tamed and ridden one. Whether true or not, the Peshdorax are one of the most powerful and wealthy tribes of Grular and have produced more Supreme Khans than any other.   Plazikon (sym. Bone Face). Their sigil is a white skull on black. The Plazikon are the subject of much debate and anguish among the people of the steppe. Several hundred years ago, they simply vanished. After failing to appear at a tribal council, members of the nearby Valtux tribe rode into their lands to investigate to find the entire tribe simply gone. Evidence remained that they had left their kraals and camps in a hurry, but a day's ride south all trails vanished. Their standard is raised at every council and there is a seat for their Khai'zash at the Hall of Khans, but no one really expects them to ever return.

Military

The Grular military consists of loose knit tribal militia under single command. There is no true standing army or order of battle. Tribes tend to specialize based on tradition and environment and will show as they are. Larger and wealthier tribes have better cavalry and foot troops. All tribes are predominantly cavalry of some type.   The tribal militias are under the control of their respective Khai’zash. Specific kex’kans usually controls their own units. The Supreme Khanate has his own sizable contingent and can press any tribal units into service as needed.   Grular’s bow-armed cavalry are unmatched and serve as the cornerstone of Grular military tactics and strategy. Other weapons such as sword and flail are used, primarily by foot troops. Most officers and leaders use sword in battle and still proficient with bow. Most armor consists of leather and hides with some metal. Metal becomes more prevalent as status increases. Armor for horses is common among the wealthier tribes. Any armor beyond leather is usually an ad hoc collection of stolen, captured, or traded pieces.   All males are trained at arms. Females typically have remedial training with one-handed weapons. Female warriors are rare. All able bodied men are part of the military. All others perform combat support roles. Skills at arms, as well as bravery, are sources of honor and glory among these people.

Religion

Grular religion is based on the Kexvar’iss -The cycle of life. It is is symbolized by the six phases of life: Horse (Living), Swan (Learning), Scarab (Working), Falcon (Hunting), Tiger (Fighting), Jackal (Dying). The Horse aspect is favored above others, but all are given their due respect. Each tribe and kex’kan has their own permutations of the basic religion, and some may hold other aspects on par with the Horse.   Each aspect demands sacrifice and ritual. Animal sacrifice is typical for many aspects and is considered one of the most potent of offerings. Human sacrifice is rare and mostly takes place along the Kandor borderlands. Live sacrifices are typically performed for the Tiger aspect before battles and large raids. Bloodletting is common for the Life and Hunt aspect. Burnt offerings and destruction of important items are common in the Work and Learning aspects. Deaths in battle are offered to the Death aspect. Almost any demands of the Aspects can be made with the appropriately valuable sacrifice.   Burial rites for a fallen warrior are more involved than those for other deaths. The body is dressed in a tunic and robe to symbolize the armor and a mock bow is placed on the chest gripped by the deceased’s hands. A mock shield is placed over the legs if one was used in life. There is feasting, singing, and drinking both prior and after the burial. It is common for the warrior’s fallen horse to be included in the grave. Meaningful worldly possessions have a soul of their own that go with the departed. Friends are permitted a token of remembrance from their comrade. It is proper to consider the needs of surviving wives/children. The remainder of possessions would go to the surviving wives/sons. It is considered rude and selfish to argue over items from the dead—but is more common among the poorer tribes.   Women are dressed in their best clothing clenching a large mock dagger resting on her chest. Girls are buried similarly, boys with a mock bow. There is no celebration for these deaths. The death of children is regarded as a sad event. All possessions pass to the husband. Wife and children are typically included in the man’s grave if the deaths coincided with each other. Their coinciding deaths are seen as the will of the gods.

Foreign Relations

View of Outsiders Outsiders are viewed as potential invaders, especially in large groups. The typical Grular would kill just as easily as trade with a foreigner. Some captured foreigners are kept or sold as slaves. A known herald or valuable trader would be exempt.   Safe passage amulets are given by the Kai’ zash or the Supreme Khan to receive outside visitors, preventing any undue slaughter. These amulets are usually respected. An honor guard may be provided to escort the visitors—this is almost always respected.

Agriculture & Industry

Leatherworking is a significant activity within Grular. Several skills developed due to the Migrations. These include woodworking, blacksmithing, pottery, etc. Many of the border tribes offer their mercenary services to other powers and powerful traders. Raiding into adjacent areas is the primary economic inflow. Most necessities are produced internally.
The Last Inn on the Long Road The weary traveler rested in a dark corner of the inn. He’d ventured this far north and west a few times during his travels through the Khanate of Grular, but could not recall the name of the place. The rattle of the shutters beneath the assault of the keening wind and icy rain beat an unsettling staccato rhythm. The whole building seemed to sway a little with every gust. Traveller’s Lament, that’s what this place should be called. No wonder he was the only patron.   A curl of smoke trailed up from his pipe. He’d picked up the habit on the road, in Thormenal maybe? He downed another swig of fholyag, another habit drawn from travel. The brown fermented root drink cut a burning trail down his throat next to the tobacco, easing his mind, despite the harsh night and the sense that something was not quite right.   An old stooped greybeard, more weather-beaten than the inn, limped around behind the bar. The codger puttered with a greasy rag and grimy wooden cups. A knotted mass of wrinkles masked any expression that might grace the windscoured face bunched beneath his bald head and single black, bushy eyebrow. A stained burlap apron hung threadbare from his scrawny neck down to his rough goatskin shoes.   Across the room a dim smoldering fireplace gave off an occasional breath of heat. Smooth boulders piled erratically atop each other formed an arch over a sooty black pit, filled with ash nearly to the rim. The flames struggled, fed by too little wood and too much dung. The odor was unpleasant, but brought with it the faint warmth, making it tolerable. The sputtering firelight twitched the room’s shadows in a jerking dance.   A girl huddled on the hearth, wrapped in a ragged cloak, patches sewn over patches beyond count. Only a few dirty brown tufts of fur clung to the lining, and she shivered more than she sat still. Dirt caked the mouse brown hair that hung over uneven features. Greenish snot dribbled from her nose and hung above her lip until wiped onto her crusted sleeve. Red-rimmed eyes sticky with yellow pus peeled open slowly with each blink. He doubted even the most desperate man would approach her for anything more than a drink.   The silence was shattered when the front door slammed open, yielding to rain, wind, and two men. They shut the door, then stomped their muddy boots. From the look of the pair, they’d come down from the hills to the west. Both wore thick coats of grey mountain goat skin, suggesting they hailed from Varkraal. Each carried a bow, unstrung due to the weather, and a quiver of arrows. Unadorned and well- worn hilts of weapons poked out from beneath their furs. Hard dark eyes scanned the room above thick scarves. As they walked to a table near the fireplace, they unwound the wrappings and paused to study him. He nodded politely in return. The men removed their cloaks, revealing that the hilts topped narrow, curved scimitars, and hung them on a row of pegs beside the fireplace. Chairs scraped more grooves in the battered floorboards. One man sat facing him and the door, while the other watched the barman and girl.   One of the strangers spoke Symkish with a western accent. “Girl! Bring us two large hot arraghs quick.”   The sniffling girl shuffled to the bar and snatched two plain, round wooden cups then shuffled back to the fire. She used the edge of her cloak to lift a kettle resting in the coals and pour out two servings of a steaming thick ivory liquid, which she then delivered to the men. They wrapped hands around the cups and inhaled deeply of the rich aroma. Through all of this, they never stopped scanning the room, its stairs, balcony, occupants and doors.   The Varkraalan who had ordered the drink spoke to the barman, “We settled our horses in the stable.”   Broken crooked teeth appeared between knotted lips as the old coot grunted understanding.   The Varkraalans had two more cups of arragh in the same time as the traveler finished his own drink and placed his cup upside down on the table. He put his feet up on the stool next to him and settled deeper into his furs, for all appearances drifting into a nap. Hushed whispers from the two newcomers hissed between the gusts that continued to barrage the inn.   The door crashed open again as another visitor stepped dripping into the inn. A thick cloak of pure white bear fur hung on the newcomer’s shoulders. It looked warm, and the wet streamed off of it, puddling onto the floor. The visitor’s boots looked to be made of the same material. Just as with the first two, a heavy scarf concealed all but the man’s eyes. Likewise, he also bore a bow and quiver, but instead of a scimitar, he carried a long spear tipped with a wicked-looking wedge-shaped blade.   The spear carrier surveyed the room, noted each occupant, then moved to the table of Varkraalans. After a whispered exchange, one of the seated men rose and left the inn. The spear carrier availed himself of the vacant seat, lowered his spear to the floor, and took a drink from the orphaned cup of steaming arragh. Quiet returned.   This time when the door reopened, three men entered. The first was the man who had left moments before. Behind him came two more goatskin-clad figures. Each bore a bow and quiver like the others. As they swept back their hoods and opened their cloaks, they revealed long knives strapped to their belts. A muddy track had formed at the doorway and a wet trail led over to the visitors’ table: Five armed men drinking heavily of arragh. It looked to be a regular Varkraalan party brewing.   More drinks were ordered. The men’s hands never strayed far from their weapons, but the party seemed to remain relaxed.   At some unseen prompt, the spear carrier sat up and spun his index finger through the air. The other four sat their drinks down and moved toward the various doors and stairs of the inn.   “Inn keeper,” the spear carrier said, “these men are going to search your establishment. Don’t hinder them.”   One of the men grunted.   “Ah. Yes. And bring us food.”   The inn was small, so the search took very little time. The men checked the balcony that hung over the common room and searched the guest rooms. Doors opened and closed. Footsteps rapped on the ceiling. Apparently satisfied with what they found, or did not find, they returned to their table, each giving an obvious “all clear” sign.   When they’d finished off the meager fare the girl had delivered during the search, the spear carrier instructed one of the original two newcomers to fetch their gear from the horses. The man grabbed his cloak, and left through the front door.   “Girl,” the spear carrier called, “bring more food. Twice as much. And more cups. Bring that kettle over here and start another one. Throw more logs on that fire, as well.”   The girl blinked a dozen sticky blinks as she seemed to struggle to remember all of the man’s commands. A snot bubble ballooned below her nose as she shuffled off in compliance, starting with the wood pile on the other side of the fireplace.   A short time later, the door banged open again, bringing the cold watery wind with it. The first man to enter glided smoothly into the room without a scrape of his boots. A pair of hilts thrust up out of his hoodless white bear cloak’s collar, each within easy overhand reach. Light strides carried him over to the bar, where he slid down its length to stand at the corner. From this position, he would have the entire room in view.   Next entered a figure leaning on a staff polished so smooth it reflected the firelight on its deep brown wood. A heavy blue and white fabric cloak covered the figure entirely. Even his hands – for it looked to be a man – were covered in fine blue leather gloves. Only a tuft of blonde beard protruding from the dark hood suggested a real person lurked beneath the clothing. Black boots scuffed the floor as the odd figure stamped off the road filth, muttering. This was definitely no Varkraalan mountaineer.   Next through the door came an avalanche. A massive bulk of a man filled the doorway so completely even the weather failed to swirl past. The mountain did not pause, but stomped over to the table to join his band. The man who had been sent to the barn followed last, shutting the door quickly.   The Varkraalan leader pulled his massive white cloak off and threw it to one of the bowmen to hang up.   A large and very functional-looking scimitar was strapped to the leader’s back. The weapon’s size alone was frightening, but more terrifying yet was that, given the size of his hands, the warrior clearly wielded it onehanded.   Sweat dripped from the girl’s forehead as she fetched drink and food to replenish the quickly emptied platters and cups. The heat from the stoked fire started to push some of the chill from the room. In her second pass around the table the spear carrier ordered a round of fholyag.   The girl wheezed slightly as she brought new cups, unwell and unused as she undoubtedly was to this level of effort. As she came back around with the kettle to serve the blue cloaked fellow, he put his paring knife over the top to block her pour. She paused and tilted her head in apparent puzzlement. She pointed at the pitcher, then at him. His paring knife clattered to the table as his grip relaxed, his hood falling back as his shoulders slumped. The girl’s finger had grown, extending forward into the blue hood. Her flesh-colored hand faded to metallic grey where it disappeared into the man’s eye. She straightened her arm, punching a blade-like appendage through the back of his skull, sending a gush of pulpy red onto the floor.   A moment passed as the Varkraalans registered something amiss. In this moment, the girl withdrew her finger and stepped back. She changed. She straightened. Her hair floated around her head becoming long, thick, writhing grey strands. Her body shifted into its true Gadarl form, and she became an only vaguely female mass of ashen grey rope-like sinews wrapped and twisted around each other. She reached back, readying a swing aimed at the next Varkraalan, her right arm forming a large flail as she moved.   The barman completed a chant and straightened up, grinning . No longer stooped or mumbling, the codger’s eyes shone bright with gathered energy. Wisps of shadow danced around his head and hands as he finished his ethereal summoning.   The flames in the fireplace briefly flashed from orange and red to brilliant blue and pitch black. The room blinked into a surreal flickering moonlit hue as a bulky silhouette expanded upright from out of the otherworld’s shadowy flames. A blast of numbing cold washed across the room. The flames in the fireplace returned to red and orange heat. Outlined in the glow was a huge figure made of obsidian and shadow. Its eyes glowed amethyst in a demonic grimace that revealed fearsome dagger-sized fangs. Hulking over the nearest Varkraalan, the enormous man-shaped horror raised a faceted fist.   Across the room, wood brown chameleon skin rippled to an ashen blue as a creature emerged from its camouflaged hiding place beside the bar. Quick as a snake, it pounced onto the warped bar top, clawed feet tearing the wood as a twisted tail gripped the rusted bar rail for balance. Four arms swung talontipped fingers as the Skethar’s razor-toothed maw snapped forward. The smooth Varkraalan at the corner of the bar flinched and a pair of scimitars appeared in his hands.   The ambush churned toward a climax. The traveler had watched his freeband execute the attack perfectly, and now it was his turn to do his part.   Standing easily, he pulled his morningstar from his pack and drew his spikedrakh from behind his chair. The blade slid gracefully forward, recognizable by the abrupt vicious, backward right angle at its tip. So armed, he started toward the massive Varkraalan leader, relishing the chance to get in on the fight.   To their credit, the Varkraalans rose, weapons drawn, even in the face of such a fearsome onslaught. Two of the Varkraalan bowmen fell, arrows from the balcony piercing their throats.   Excellent! His Lifetakers had fired from their concealed positions on cue.     With a savage grunt, the Varkraalan spear carrier ripped an arrow from his shoulder and thrashed in anger. He howled and leveled his spear at the Gadarl’s ropy form.   “You call that a weapon?” the traveler called to a Varkraalan bowmen as the helpless man waved a knife at the obsidian Zakerlash. The creature ignored the knife and smashed the man’s head to a pulp.   A scimitar fell from the lifeless fingers of a nearby bowman whose skull had been crushed by the Gadarl’s flail arm.   The traveler launched his opening attack.   The huge Varkraalan leader turned to meet the downward swing of the spikedrakh, recognition blooming his eyes. The giant apparently knew the Grular Kor-Khan by sight. Sparks and squeals grated as the two blades slammed together.   Without hesitation, the Kor-khan swung his morningstar in follow-up to the spikedrakh.   The Varkraalan moved like lightning and parried a second time. The initiative only briefly remained his. A twist and a slash from the spikedrakh went awry in the gore-muddled footing and cost him the opportunity to use the morning star. With a furious bellow, the Varkraalan leader took the advantage. The massive warrior dropped all pretense of defense and swung his scimitar in an all-out attack.   A desperate reflex sent the morningstar to block. The scimitar’s blow glanced off the morningstar, slammed through his leather armor, and cut deep into his side. His vision blurred, and he staggered in pain. The Varkraalan reversed his weapon and swung for the throat.   The Kor-khan fought to regain his footing, but was unable to recover completely. The scimitar slashed a crimson line across his neck as he leaned away from the razor sharp edge. He swung the Morningstar backhanded, missing the Varkraalan’s shoulder.   The Varkraalan easily parried a low follow-up cut from the spikedrakh, but tripped over a dead bowman as he sidestepped around the table. Initiative returned to the Kor-khan. He swung his spikedrakh and circled the morningstar behind. The spikedrakh scraped along the scimitar, parried again. The morningstar swept past the second parry and smacked solidly into the giant’s knee.   The Varkraalan grunted as he slashed with the scimitar in reply. This time the spikedrakh successfully stopped the attack. The Varkraalan whipped the scimitar around, roaring with strength.   The Kor-khan ducked the powerful swing and countered with both weapons. Overcommited to a block on the morningstar, the Varkraalan momentarily acted as though the spikedrakh had missed.   With a shout, the Kor-khan pulled the deadly curved tip of the spikedrakh toward himself, hard. The reversed edge cut cleanly through the giant’s neck. The head fell backward, followed by the body. The crash of the massive corpse as it slammed to the floor brought the inn back to focus.   The fight was over. The Gadarl stood, a brackish liquid oozing from a gash in her shoulder. The Skethar gnawed on a hunk of dripping reddish brown . . . something, though, one of its four arms hung limp. The Lifetakers maintained their vigilance from the balcony. The Zakerlash had departed in an inky, sulfurous cloud.   The Warlock smiled from behind the bar. “Great Kor-khan, it seems the Varkraalan plan to intercept our freeband worked perfectly. For us.”
Founding Date
171
Capital
Demonym
Grular
Government System
Tribalism
Economic System
Barter system
Currency
Grular has no currency. They use everyone else’s. It is compared by weight. Barter is the main method of exchange.
Official State Religion
Subsidiary Organizations
Location
Related Ethnicities
Related Species
  Borgat
Dryad
Karbazaal
Karyad
Mokruhl
Plakhra
Saryad
Skethar
Skrot
Ventarx
Vineling
Zakerlash
Zarfonax

Articles under The Supreme Khanate of Grular


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