Culture Overview (Vager)

Overview
Khansvager is a patriarchy-driven kingdom where most of society places the powerful deer at the top and the rest on the bottom. It is a xenophobic and speciesist society; horned ungulates are at the top, with non-horned non-ungulates being pushed to the side and seen as 'lesser'. The society itself is individualistic and capitalist in nature, though the technology of the kingdom is rudimentary at best. Intellectual pursuits are scorned and scoffed at in Khansvager; there's not even electricity there. Everything there runs on coal, wood, and other natural resources to power things, keep homes warm, and light things up.

All problems are solved through violence; whether this is territory disputes, mating disputes, or simple squabbles. All ordeals are sorted out through a clash of antlers. Solving problems through any other means is grounds for being laughed at at best, and ostracized by your Clan at worst.

Clans
Clans are organized groups of people ran by one single Horned individual (mostly deer). This may also include any other individuals they appoint to assist them in their work, known as Branches. Most of the time, it is one Horned individual, plus their harem, their children, and extended family. In larger Clans, you may see several families inside one Clan.

Inside a Clan, the leader, also known as the Stag, makes all the laws. All laws must not go directly against what the Overlord announces as his supreme law. The Overlord is the supreme ruler of the land, aka Khan. It is required to listen to everything the Stag says as law, as the Stag is the one to make the punishments, as well. The Overlord only steps in for when overarching Kingdom laws are broken, which is rare, as there are very few universal laws in Khansvager in the first place.

Clans are named after the Stag that runs them; if a Clan has been run by the same bloodline for generations, the Clan may take on the last name of the Stag's bloodline instead. However, newly-acquired or newly-formed Clans will always take on the first name of the Stag that took over. Just like challenging for the crown, individuals that wish to challenge the Stag for the right to rule the Clan are making a challenge to the death. These individuals are aptly named Challengers. Stags are not allowed to turn down any challenges made to them.

How Clans are run varies Clan to Clan. Most Clans follow the simple model of following what the Stag decrees; this usually revolves around some form of tax in coins or resources in exchange for protection from the Stag's militia.

Clans are, essentially, cities. Each Clan will have a head "house" where the Clan's Stag lives, as well as their harem. Stags with especially big harems may have their additional mates' houses near theirs, or Stags with exceptionally high amounts of gold coins may even have mansions, large estates, or palaces built for them. This is very out of the ordinary, however, and you will only see this with exceptionally large Clans that are closer to the capitol or have exceptionally important buildings to generate gold coins.

Outside of the Stag's house and  their immediate harem, he may also have a district set aside for his immediate family and children (assuming they also don't live in his house.) Important buildings for government officers will also be in the immediate area. Nobility will surround this area, then, the artisan district, reserved for blacksmiths, producers of textiles, jewelers, and bakers. After that, the area will be scattered with miscellaneous middle and lower class homes, businesses, and other things. There will often be barracks located near the Clan's exit. The barracks house all soldiers actively enlisted in the militia of said Clan, though, more importantly, this is where the armor stash of the Clan is.

Smaller Clans will have walls to protect them in addition to their militia; usually this is fashioned out of simple wooden logs. Larger Clans will have walls made of stone and wood, and may have larger gaps in order to accommodate a growing Clan.

Gender and Romance
Khansvager is a patriarchial society by nature. One horned individual will take on several mates ( as seen in real life deer). These mates may be Horned or Hornless;  but it is unheard of for a Hornless deer to take on a harem unless they also have other ways in which to defend themself and their mates. Romance is typically rather straightforward; when two individuals are into one another, they may initiate the beginnings of a relationship as normal. However, it's completely normal for several horned individuals to spar for the right to romance someone, should they both be interested in the same person. However, said individuals are fully in control of choosing who they decide to be romantic with; and can choose no one if they so choose. No one is allowed to be forced into having a mate; doing so is a crime punishable by death, something an entire city can take part in. With that being said, duels for the right to marry are traditional, common, and encouraged.

A common event in Khansvager is, during the spring, the horned deer and horses wishing to take mates spar in the center square while single hornless deer and horses watch on. Typically, those of higher classes or Old Blood would get first 'pick' from the Horned sparring if they see someone they're interested in. By first pick, they are typically given the courtesy of approaching the Horned first. By the end of the event, many individuals have been paired off or have budding romances starting. If nothing else, the dating process gets started.

Arranged marriages for political reasons are uncommon, but not so uncommon to be stigmatized. However, it is assumed that all parties will have a level of respect for one another, and all parties involved must have some level of consent. Forced arranged marriages are spurned and face harsh punishment should the crown find out.

Gender is seen as a binary of individuals with horns and individuals without horns. Those who wish to have horns can seek out magic to give themselves the ability to grow horns. Those who do not wish to have horns can get them removed via magic if they don't want them. The Kingdom is not outwardly transphobic; those with magical horns are not treated as "lesser" than those born with horns, and any deer can change their pronouns and gender as they see fit, including they/them or neopronouns.

The only rules regarding magically-grown horns (or born horns, for that matter) is that they are not imbued with magical powers to give them an advantage over an opponent. Using magic to gain the upper hand in a duel is strictly forbidden.

Divorce and break-ups are not stigmatized in the Kingdom. Anyone can end a relationship for any reason they see fit. Those found guilty of mistreatment are typically ostracized or punished, and those afflicted are taken in under the wing of their Clan. Extreme mistreatment is grounds for killing, as it's considered extremely cowardly to mistreat your partner.

To reiterate, forcing someone to date you or have sex with you is strictly forbidden and criminalized across all Clans. While being part of a Stag's Harem might suggest a romantic relationship, members of an Entourage or Company are allowed to end the relationship at any time and are not required to participate in romantic or physical interactions with the new Stag or Overlord.

Speciesism
Khansvager has a bias against species that aren't ungulates. Due to them being large and their belief of being molded in the image of their patron god, they believe those that are not like them are inferior. They also believe that, due to their impressive strength and might, they are automatically better than others. Most members of Khansvager have never met another sapient animal that wasn't a deer or a horse.

Deer are considered the superior species, with horses "tolerated" in their society. Emphasis is placed on horned horse types and species being naturally superior to their hornless counterparts, due to their "inherent" ability to participate in Vager culture's patriarchy.

Dinosaurs, Big Cats, Wolves, Dragons, and Bears, are all actively feared and attacked on sight. Most animals of this species inside Khansvager are reverted to a Primal state and do not display the same sapience and sentience as their brethren from other Kingdoms.

Prey animals that are hunted for food and sport include rabbits, weasels, stoats, mink, snakes, and wild game birds.

Some farmers breed goats, poultry, duck, and other smaller, easily-farmed animals for meat, fur, eggs, and other animal products.

Finally, animals that fall into pet or familiar categories include domesticated cat breeds, small wild cats, tamed big cats, birds of any size, tamed drakelings, tamed small dinosaur breeds, and terror birds for the purpose of bird fighting.

Pets
Owning a pet or several is considered relatively normal. Acceptable pets are outlined above; while for the purposes of gameplay a character may own three 'pets' maximum,

Etiquette
Khansvager has very few etiquette rules. However, it is expected that you will yield to the ruler; he has earned the right to rule via trial by blood, and those who do not show the leader respect can be punished or killed, no questions asked. It is also expected that one doesn't impede on another deer's mate; that is to say, one doesn't flirt with or make advances upon another's mate. While very few fights outside of the King's challenge are allowed to be to the death, one is legally allowed to kill another deer should they feel it's appropriate to defend their mate.

Magic and intellectual pursuits are mostly frowned upon in favor for raw strength and power. Magic is, for the most part, seen as being cowardly at best, and outright banned at worst. In the eyes of Kingdom residents, Magic is the fighting force of cowards who cannot stand on their own four hooves. Meanwhile, higher education and literature is seen to be a waste of time and a good way to spoil one's own strength. Reading and writing are not common skills, in fact; most knowledge in the Kingdom is passed down orally rather than written.

Magic
While magic is frowned upon, it's also generally agreed upon that some magic is needed in order to make the kingdom go around, especially in the matters of healing and other important healthcare concerns. Most Clans will have a dedicated Witch or Wizard that takes care of the sick, elderly, and/or those seeking to add or remove horns if they lack them. Witches or Wizards usually live away from everyone else in their own isolated part of the Clan, though still inside city walls for protecting their sick. Witches and Wizards live a life of simultaneous scorn and reverence, are often isolated from their peers, and only given company when they're needed.

Witches and Wizards are only allowed to take apprentices if fawns come to them personally; they are not allowed to recruit aid or otherwise recruit deer to their cause. It is considered socially unacceptable to become the mate of a Witch or Wizard, and all children resulting from such a pairing (or pairings) will likely be socially ostracized. It is common for Witches and Wizards to simply raise their children to take over their profession.

It is incredibly common for Witches and Wizards to be literate, and they are the keepers of the rare literature in the Kingdom. Most Witches and Wizard keep a running journal of their known recipes for potions, cooking, or techniques for taking care of the wounded. However, some have also been known to keep stories of their villages alive, or pass on folklore. The Grand Wizard is in charge of maintaining the Kingdom of Khansvager's history.

Housing
Houses are made out of wood and stone. Windows are usually just openings in the wall; only the richer families can afford glass. Furniture is kept to a bare minimum except those in upper or middle class, though bedding and a place to sit and eat are considered important enough to splurge on. Typically, a house will consist of a commons area to eat and cook, and private sleeping quarters. Public bath-houses are common in large Clans, while smaller Clans typically see their residents using combs, brushes, and other devices to keep their coats clean instead, so there is no need for bathrooms.

Military
The Military force of Khansvager is a force to be reckoned with. All deer, regardless of gender, are trained from a young age to fight and defend themselves. When they're of age, many deer enlist in their Clan's local militia. They're given basic armor from kingdom blacksmiths; those who come from more powerful or wealthy families, such as children of Stags, can purchase custom-made armor that is far more elaborate or beautiful.

When the Overlord wishes to go to war, all Clans are required to send 75% of their militia to the Overlord in order to contribute to the army; this allows them to still defend their walls, while also giving to the Overlord. This does, however, leave the Kingdom at a significant disadvantage. However, most enemies of the Kingdom are not stupid enough to attack the Kingdom directly in the first place.

Training up deer on basic fighting techniques is placed on the Clan as a whole; training a fawn is considered a Clan effort as the Clan will benefit most from having well-trained members. However, advanced training can be received from private tutors, formal military training institutions (located in larger, military-focused Clans), and from Overlord's personal army generals.

Sparring
Sparring is a pastime all members of Khansvager enjoy. Sparring is a non-lethal entertainment sport revolving around battling for the entertainment of a crowd. Betting is encouraged, and the winner will receive a small portion of bets placed on them to take home. However, it's also a chance to prove oneself as a great fighter, to catch the eye of a potential mate, and to test one's own strength against a peer. Killing another deer in a Spar is generally frowned upon and looks poor on the fighter. Most Spars take place in Clan squares, however, larger Clans may have a dedicated coliseum, arena, or other area to dedicate to Sparring.

Technology
Khansvager does not have access to any substantial technology. In terms of electricity, they have no electricity. Homes are typically lit with candles and torches, and are kept warm with a fireplace. Travel is done by foot or by wing ( by the winged citizens of the Kingdom), although deer or horse-drawn carriage is also common for royalty and nobility. Carts carrying goods between towns are also a common sight, being pulled by horses or deer.

Terror Bird Fights
A surprisingly prevalent sport in Khansvager, some of the denizens have taken up the expensive and dangerous hobby of raising, training, and breeding terror birds for fights. These terrifying creatures terrorize citizens in the outer Clans quite regularly, especially those close to the natural breeding grounds for terror birds. However, many Khansvager residents have taken it upon themselves to capture, tame, and use them for entertainment.

In modern times, most Terror Bird fighters come from well-established breeders or well-known trophy hunters and wild-bird tamers. Well-bred Terror Birds are bred for their looks ("horned" plumage being all the rage with nobility at the moment) while wild birds have their own allure in being feral and unpredictable. Terror Birds have to be carefully kept and maintained in order to reduce the risk of their likelihood of breaking out and slaughtering the local Clan members. Most Terror Birds are kept with clipped claws and beaks and are kept collared and muzzled for everyone's safety.

Most Terror Bird owners make their money through winning fights, selling terror bird eggs or chicks, or studding out their Terror Birds. It should be noted that Terror Birds do not possess sapience in any way.