Xamylkar
Simian State
Xamylkar is the kingdom of the ape race, and they have inhabited their region of the southern rainforest for thousands of years, longer than any other of the Felmer nations.
Administration
They are ruled by a king, who leads them in all international matters.
When it comes to internal matters, the next greatest authorities are the clan leaders, who hold the title of Grand Chief.
There are three Grand Chiefs and three clans, and each has even more chiefs under them, who over different families within their jurisdiction.
The families have familial heads, who in turn lead their family and manage the household affairs.
Chiefs or Grand Chiefs do not rule land or settlements per se, they rule only over people. City administration is done by representatives of the king.
This allows extremely mixed populations to still be administered completely separately by their ruling chiefs.
There are also Captains, which is not a clan rank, but a royal one. It allows individuals to own their own ship and man it with their own crew, which is often of the same clan as the captain, but not necessarily. There are also shipless captains, who use their rank for land-based endeavors.
Economy
Xamylkar produces a wide variety of tropical fruits and nuts, which are common in their diet, and some of which are exported, particularly to the eastern Baskth nations, through Lupinor.
They also keep a variety of domesticated livestock for their meat and pelts.
A more important source of food than meat, there are many fishing villages, whether they be on the river or on the sea, fish is a large part of the Xamylkarian diet.
Their fishing boats were also their first way of traversing the water, something which they have mastered more than any of the Armirian nations, and many of those boats now sail for another type of catch, that of other ships and coastal settlements, particularly those of the Nalsai, but many of the Xamylkarian corsairs are less picky, and will also raid others. Only a few nations have been banned from raiding by the King, those being Lupinor and Felinor.
The Clans
Clans not only form the nation's three ethnic groups, but they also each follow a different magical stance philosophy, which has, over time, influenced their individual cultures and identities.
Read more about the significance of stance magic and the related philosophies in the following article: Corporeal Magics
Each of the clans is also associated with certain industries or practices, but while these stereotypes are certainly based in truth, they are just stereotypes.
The Red Furs
Magic: Philosophy of Adaptation
The red furs have dark skins, often brown, light brown or black, covered in orange to red fur. The males often have wide, flat cheek flaps that grow more pronounced as they age.
They are the craftsmen and farmers of Xamylkar.
The Black Furs
Magic: Philosophy of War
The black furs have skins ranging from fair to dark, with black fur. They are slightly shorter than their red-furred kin, but they are much more nimble and fast.
They are the warriors and corsairs of Xamylkar and are the ones most often working as mercenaries or pirates.
The Long Tails
Magic: Philosophy of Understanding
The long tails have short black fur and black skin, easily identified by their long limbs and especially their long tail, where their two kin clans have no tails to speak of.
They also have longer snouts than their kin.
They are the thinkers and administrators of the realm, and can most often be seen in academic professions, as well as bureaucratic functions.
The Red Snouts
Magic: Independent Philosophy
There was once a fourth clan, but they were nearly wiped out during a war with Borlandia around 1000 years ago, and they never managed to recover. There is a single community of their people still living in the mountains south of Xamylkar, but the other clans mostly leave them alone, and they don't need to pay taxes.
Despite them not being part of any clan anymore, the Royal family is still of their ethnicity.
They have grey fur and fair skin, with colorful snouts of red and blue, and sometimes other colors.
Culture
Xamylkarian culture puts great emphasis on loyalty and honor, particularly loyalty towards the clan leadership, and by extension, the king. To refuse the direct order of one's chieftain is seen as deeply shameful.
They live in large extended families led by the familial head, under the guidance and authority of the local chief.
Families always eat together, as sharing food is considered an important way to bond with each other. This is also why the chiefs will occasionally gather all their followers to them, and share food with them, making sure they remain loyal, and that they keep the favor of those they serve.
These types of feasts exist in all shapes and sizes, and are meant to reinforce familial and clan ties. The grandest of such feasts is thrown by the grand chief, and this usually happens once a year.
History
Their borders have shifted somewhat over many millennia of history, but the heart of their civilization has always been right where it is now.
Historians can trace back the existence of Xamylkarian kingdoms in the region for at least 3500 years, and they estimate that they have been around for much longer than that.
Their lands used to extend farther in both the east and the west, but both those regions were lost to war.
Capital: Moilouse
Major Cities: Amsille, Buasu, Shirou.
Population: ~8 Million
Magic
Magic carries great cultural weight among the people of Xamylkar. They, like some of the other Felmer races, believe it was a divine gift bestowed upon them by the bear goddess Lita, of their ursanist faith, and they revere it as such.
A long time ago, there were struggles among all felmer races, and while generally each of them settled on one major magical philosophy, the Xamylkarians came to a compromise. Each of the clans would carry on the legacy of a different philosophy, and together, they would be united in worshiping Lita, in whatever way possible.
Xamylkarian Corsairs
The various Xamylkarian pirates are collectively referred to as "The Xamylkarian Corsairs".
These pirates are de facto solitary businesses, but this hasn't prevented them from banding together on joint ventures, particularly when raiding the northern shores of the Red Sea.
International Relations
The Ape are among the more isolationist of the Felmer, and they prefer to keep to themselves. However, they have inevitably been drawn into regional politics, and as their neighbours encroached upon their borders, they were forced to make alliances.
Perhaps their strongest ally is the kingdom of Felinor of the cat race, with whom they share a common enemy, and they have often found their goals aligning.
They have a cordial relationship with the wolf kingdom of Lupinor, in which they often coordinate attacks on the Nalsai, the wolf on land, and the ape from over the sea, and the Lupinorians also regularly hire Xamylkarian mercenaries.
Their main rival is the hog Kingdom of Borlandia, which is allied to their southern neighbour, the rat republic of Rodentia.
They have often had violent border disputes with these nations, especially Borlandia.
Their participation in eastern trade largely runs through Lupinor, as they have no real interest to get involved themselves. They do have a modest trade fleet, but in general, they have found other, more lucrative uses for their ships.
Their relationship with the Nalsai nations across the Red Sea mostly consists of them sending their corsairs to raid their shores and coastal towns.
Feedback is always Welcome!


What kinds of land based endeavors are the Captains using their rank for? I was imagining them becoming some kind of driver or racers! I found the Administration section a bit confusing. Maybe a chart would make this more clear? There is just something delightful about pirate monkeys :D
good question! ill think about it! thanks for all your comments, and for reading, and liking, my articles, it means a lt.
You're welcome. Thanks for sharing your world. I really enjoy your world. These pirate monkeys really made me smile :D
im glad to hear it!