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Endrykas

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(Law & Spirituality)
(Migration & Trade)
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[[File:Endrykasmapmigration1b.jpg|200px|thumb|right|Endrykas Run]]
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The City of Endrykas moves in a clockwise motion, hugging the Cyphrus coast lines and borders of the surrounding regions Ekytol and Sylira. This moving city also bestows its people with consistently warm conditions by following the sun and the seasons; a pleasant benefit from actively living within Endrykas borders.
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The City of Endrykas moves in a counter-clockwise motion, hugging the Cyphrus coast lines and borders of the surrounding regions Ekytol and Sylira. This moving city also bestows its people with consistently warm conditions by following the sun and the seasons; a pleasant benefit from actively living within Endrykas borders.
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'''Winter''' has Endrykas following the Sylira border south towards the scorching border of Ekytol territory. Swift horses from Ekytol's populated city Yahebah are bought by the horse breeders of Endrykas, and subsequently, goods from Cyphrus are traded in exchange and make for good relations with traders outside of the region.
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'''Winter''' As Winter settles in across Mizahar, Endrykas hugs the southern coast of the Cyphrus as it travels as near to Eyktol as the border allows. Trade between the drykas and the near by city of Ahnatep is welcomed to those who which to brave the short journey in the desert to purchase exotic wares.  This time of season also puts Endrykas near the Stardowns where it stays in to hold the Great Race.
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'''Spring''' will drive Endrykas out of the southern heat to within range of the coastal city Claridon. This is an especially good time for trade, as people exchange wares with merchants that pass through the ports of this watery city. Merchants from Sylira also show their faces as Endrykas ventures upwards.
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'''Spring''' As Spring comes back to the land, and life flushes the grasses, Endrykas swings upwards towards Riverfall using the coast as a guide.  With Endrykas pulled close to the city of blue warriors, many go to trade for fierce weapons, and precious metal.
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'''Summer''' becomes a season painted by blood as Drykas warriors focus their strength, fuelled by the heat of the sun and the power of frequent sandstorms. The presence of the gods Zulrav and Sivah become common place, giving the Drykas warriors a boost in strength, weapon skill, and confidence. Trade routes between Endrykas and cities in Sylira open up and many drykas accompany their Ankals and or trademasters to buy and barter wares on the trade routes that run through Cyphrus. In exchange for their Drykas made armour, weapons and gathered food stuffs, the Drykas barter their wares for lumber and forged metal materials - resources they lack the technology to produce themselves.
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'''Summer''' Fall bring Endrykas to travel along the northern coast of the Cyphrus, brining it in contact with Kenash and opening fresh trade with the human costal settlement. Popular tests of strength and bravery are common in this time, and during the mid point of the season Endrykas is brought closest to Syrias bringing it closer to trade for materials that aren't as easy to find out on the grass.
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'''Fall''' is a time when Endrykas is scouring the lush land of northern Cyphrus, spending the most time harvesting wild crops during late summer and then moving south towards Riverfall to hunt for the Fall Feast. Being an experienced and skilled hunter or gatherer can be very rewarding around this time of year. This is also a time wrought with war as protective Drykas encounter slavers travelling across the Sea of Grass on their way to Riverfall. In part because of their proximity to Endrykas, zith are also a higher threat at this time and Drykas warriors and hunters revel in the chance to claim zith heads and mockingly drive stakes into the ground to showcase the heads around the grasslands. Whether the aggressive expression of dominance is meant to scare zith, slavers, or other drykas is undetermined, but such a message is universal enough to be understood by all.
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'''Fall''' has Endrykas following the Sylira border away from Syliras south towards Zindal Bay, bringing it into continuous warm weather it enjoys as in the season gets colder. Hunts and gathering tend to become more popular around this time, as well as trade with the costal city of Claridon and even though the city is still far off in the earlier months of Fall, as the season progresses Endrykas makes it's inevitable way near the city.
[[File:horses12.jpg‎|left]]
[[File:horses12.jpg‎|left]]

Revision as of 22:06, 4 October 2011


Endrykas
RegionCyphrus
NotabilityMigrating City of the Drykas
LeaderThe Seven Clans
Population5,000 - 15,000
Races
Drykas95%
Other5%
LanguagesPavi, Common
CurrencyMizas
Importslumber, glass,
Exportsgrassland wicker, leather wares, dried meats, nuts & berries, cloth, striders,


Endrykas is a mobile migrating city that is considered the homeland of the Drykas people. While noteworthy that it is the only city within Mizahar that actually migrates and has a transient population, Endrykas has all the same features as a normal city, just established in a mobile fashion. Found on the Sea of Grass, Endrykas is impossible to find unless one is a Drykas or has a Drykas guide. Though lacking metal (which is traded for with Riverfall and Kenesh), Endrykas is primarily self-contained and has very little connection to the world outside Cyphrus.

Contents

History

After living underground for two centuries, the Drykas emerged to the surface of Cyphrus in awe of the fresh grass that sprouted from their destroyed old lands. The Drykas race had lived through different places in the same region and were again entering a new phase of life, one that made them the rulers of a changed land; free to protect and preserve a nation of people who stopped at nothing to survive. In pursuit of resources to build their homes, the Drykas walked and rode together, discovering the land's edible grasses and berries, and hunting cattle-like Zibri for meat, wool, and leather. In respect for the migrating herds of Zibri and the growth patterns of plants, the Drykas created 'The Run' - a clockwise trek along what they claimed as the Cyphrus border. Through much experimentation, the Drykas settled on a motion that allowed them to collect supplies as they travelled so as not to strip any piece of land dry of it's resources; giving enough time for the environments to replenish before the Drykas pass it again on the next year's run. The land stayed fresh this way and it became the defining migration of Endrykas; one of ultimate respect for the land's resources without waste.

Geography & Climate

The Drykas have contained all of Cyphrus, save the three cities that line the coast (Riverfall, Claridon, and Kenash), in a webbing that protects their families from wandering spirits and harmful grassland beasts. While the largest encampment Endrykas moves in sync with this natural system, many smaller communities of families choose to camp together or separately on their own terms within the webbed perimeter. Subtle anomalies in the landscape that are recognized only by Drykas, serve as landmarks that lead travelers away from the treacherous maze-like grasses to the secure stronghold of Endrykas. But without such knowledge, a disoriented traveler is bound to get swallowed beneath the raging current of the sea of grass.


Migration & Trade

The City of Endrykas moves in a clockwise motion, hugging the Cyphrus coast lines and borders of the surrounding regions Ekytol and Sylira. This moving city also bestows its people with consistently warm conditions by following the sun and the seasons; a pleasant benefit from actively living within Endrykas borders.

Winter As Winter settles in across Mizahar, Endrykas hugs the southern coast of the Cyphrus as it travels as near to Eyktol as the border allows. Trade between the drykas and the near by city of Ahnatep is welcomed to those who which to brave the short journey in the desert to purchase exotic wares. This time of season also puts Endrykas near the Stardowns where it stays in to hold the Great Race.

Spring As Spring comes back to the land, and life flushes the grasses, Endrykas swings upwards towards Riverfall using the coast as a guide. With Endrykas pulled close to the city of blue warriors, many go to trade for fierce weapons, and precious metal.

Summer Fall bring Endrykas to travel along the northern coast of the Cyphrus, brining it in contact with Kenash and opening fresh trade with the human costal settlement. Popular tests of strength and bravery are common in this time, and during the mid point of the season Endrykas is brought closest to Syrias bringing it closer to trade for materials that aren't as easy to find out on the grass.

Fall has Endrykas following the Sylira border away from Syliras south towards Zindal Bay, bringing it into continuous warm weather it enjoys as in the season gets colder. Hunts and gathering tend to become more popular around this time, as well as trade with the costal city of Claridon and even though the city is still far off in the earlier months of Fall, as the season progresses Endrykas makes it's inevitable way near the city.

Strategically organized into the city's 'run' is a system of traders from each family owned business that exports and or imports goods. They use the city's geographical position to time their travel and exchanges; all done with horse drawn carts. Horses used for pulling the carts are infused with the magic of the Endrykas webbing and follow both a fast, swift, and smooth route across the grasses to avoid dangerous terrain and creatures that may lengthen travel times.

Sometimes traders from other lands are allowed to bring their wares to Endrykas, but a recognition of their visit is essential for the safety of their travels. Anyone roaming the Sea will likely be interrogated if such measures are not taken, and written notes or statements are largely unaccepted - any invitation can be placed in the web and communicated to The Watch - the band of warriors that ride out in reaction to threats on the grassland. Sometimes however, the Watch will not engage a wanderer but will instead allow them to simply be swallowed by the danger of the Grasses. These warriors are not interested in controlling the movements of every traveller, but respond very violently when someone of Drykas blood or culture is being harmed or threatened.

City Structure

City Layout

At the very core of Endrykas is the Stalk Meet, which is a result off all the Clan Pavilions sharing one large campfire and letting the rest of the city form around it like branches on a tree - this lets the city remain flexible to the constant change. Some days the population will be as low as 5000 while other days the population may be as high as 20,000; on rare occasions, a drastic rise in population can be accounted for by special festivals or events in the city that open their doors to visitors, trade and of course all Drykas.


The Drykas Web

The perimeter of the city is enclosed in a protective, ethereal looking webbing and each Ankal of every family has the Webbing ability which allows them to gain access to the enormous, unseen web that spans the entirety of the Sea of Grass. This webbing, although invisible to anyone without the ability to see and manipulate it, connects the Drykas within it like a catalog of information about every person's location and living status. Around the perimeter of Endrykas, a further fortified webbing is held up by great totems that are driven into the ground by each of the seven clans' Ankals. Carved into the surface of the wood is the distinctive Drykas knot-work, symbolically weaving the wood into itself much like the web weaves Drykas into its magic. These totems represent the protection and strength of the ultimately vulnerable and very human Drykas. As an added precaution, each community of families sets up their own totem and webbing to encircle their herd of tents and wagons. The Drykas are immensely protective and even the slightest of foolish intentions will reverberate through the web's energy and be communicated to the Ankal of the household.

The web also serves as an enormous network for Drykas merchants and traders. Information on what is being sold and who is specializing in what is accessed in the web, and is accesible by Ankals who have the webbing skill. Since the Drykas are so secretive and protective towards outsiders, it is only possible to find shops and resources in Endrykas if you are in open communication with someone who either knows the location by memory or is an Ankal.


Clan Merchants

All of Endrykas is considered a market with 95% of its living population of Drykas families trading their resources and wares amongst fellow craftspeople and selling goods to foreign traders during open times for trade. It is very common that pavilions with similar or complementary craft herd together so that they may share resources in a bartering system - a bonus to being a Drykas! But also convenient for anyone looking to pick up a new skill. A herd of gatherer pavilions will almost always be seen camping near hunters; they may also be near the bow craftsmen and hunting animal breeders.

The Herds are organized in a swarm of migrating districts that change positions within Endrykas but still stay grouped together according to skills that complement each other.

The Clan Pavilions act as ambassador houses for the entire sector of each clan. Going to one of these pavilions can save in a lot of time and effort trying to find shops and wares in Endrykas. These Pavilions are filled with webbers that have access to the family network of Endrykas, where all information on who is selling what is found. These Clan pavilions are also where a lot of deliberation, debate, and actions takes place. Decisions on how sectors of Endrykas should be run are discussed here, and during Stalk Meets, 7 of these representative Ankals have their say and vote.


Society & Leadership

Housing

Horseclan Families throughout Cyphrus and Endrykas house themselves in large pavilion tents with capacities that reach from 10 up to 20 family members. Each pavilion has a total of seven sides, including the entrance flap and the structure of each tent includes weatherproof grassland cloth that gets stretched across wooden beams. The overall geometry of each pavilion is designed to withstand incredible speeds from the windstorms that roam Cyphrus. The angles the walls of each tent taper towards the top; as to prevent pockets of tent-ripping air from getting trapped against the fabric wall and uprooting the beams. Air is effectively channeled up along the sides of the tent and its momentum is disrupted when it reaches the top and hits a strategic alignment of fabric and wood. To prolong the wear and tear of the fabric, a shell of webbing is applied to the exterior radius around the tent to protect the horses, their fire and the pavilion during especially harsh windstorm conditions.

To reflect the sun's heat from the tent, almost all of the cloth used for tents is kept light in colour as well as weight. Aesthetically, the pavilions are adorned in the colours of the horse clan they are associated with. Many families choose knot-work designs that display not striders, but other animals that play a part in the ecology of Cyphrus: birds, rodents, cats, dogs, zibri, etc. As an added decoration, many of the pavilion wood beams have carved knot-work on the ends, showcasing the skill of the Drykas woodcarvers.

The interior of the pavilions is usually streaked with warm colours from hanging ornate cloth and glass lanterns with candles or encased torches. Chairs, tables, and beds are all fold-able with canvas stretched over criss-crossed wood, all easily portable and repairable. It is also traditional for living rooms to have low to the ground tables with cushions at floor level for sitting. Rooms in the pavilions are divided by walls that can be rolled up or down to create infinite combinations of room sizes. Although this material is thin and light, the weave makes for surprisingly soundproof and wind resistant walls. material Kitchen rooms include stone fire pits, metal gratings and platforms to hold pots and pans over the fire, and flaps in the pavilion roofs to let smoke escape.

At the head of all decisions made within a typical Drykas pavilion is the almighty and fully respected Ankal.

Food

For communities that live separate to Endrykas, finding food is a large part of their survival by hunting with dogs and large cats, and gathering edible nuts and berries found in the area. For the more urban communities, finding food is a matter of selecting from a variety of pre-gathered food supplied by grassland gatherer and hunter families that park their wares in the central SunRunner Markets. The convenience of a food supply makes living in Endrykas luxurious, but there is a greater honour and reward in hunting or gathering one's food first hand. To know where to look and what to pick is a skill that symbolizes the act of surviving on the grasslands alone with one's immediate family. The great Drykas of their time had fought and learned to temper the environment, and adapt to its ways - in doing so, the Drykas are an extremely connected and, at the same time, independent people.


Holidays & Events

Spring: Feast of Life

Early spring is a particularly spiritual time for the Drykas people, they honor the Gods and Goddesses that continue to bring life to their grassland home. Great displays of light, costume, and generosity are celebrated amongst pavilions alike, with all conflicts aside; the Drykas moto during this time is to 'start anew'. Reimancers, dancers, and performers alike showcase their art on stage in pubs and on outdoor platforms sectioned off with an audience of cushions and tables. The entirity of the Drykas people traveling with Endrykas take this time to renew their personal goals and replenish their spirits, and the theme of courtship and love is emphasized during this time as they follow the rhythm of nature's regeneration of life. It can be expected that during this time, the seeds of love are planted and from them grow blossoms of love and families to carry on the Drykas legends.

The first day is spent setting up the Endrykas encampment; horseclan members scatter themselves around the center of their traditional firepit, which is where the Stalk Meet takes place. From the center out, Drykas pavilians and tents are erected in a sequence of circles over the land as visitors of the city make camp on the outskirts - increasing the overall size of Endrykas by sometimes three times its size. By nightfall before the Drykas consume their meal for the night, everyone takes part in a city wide ceremony of prayer each night, paying their respects to first Semele, Zulrav, and Caiyha, and then each individual personally pays homage to any other Gods and Goddesses they worship.

On the second day, a large hunt and foraging takes place, as foods of wide variety is brought in. The entirety of the day is spent in fasting, the first spoils of gathered food brought in and presented as offerings to the Gods and Goddesses. Only a small meal is had at the end of this day, enough to sustain those celebrating through the night.

The third day brings a bounty of offerings of a different nature, as the Drykas begin crafting gifts made of wood or metal, as well as drawings, tapestries, and other forms of art. Each and every Drykas, even those without in such tradeskills creates and then presents a gift. Even the simplest of gifts is encouraged, for the Drykas saying goes; "If you have taken from the land, give back to the Gods". It is a healthy practice amongst Drykas to feel devotion towards their worshipped Gods and Goddesses, they are forever appreciative of what they have and center their prayer around thankfulness, forgiveness, and wholeness.

The fourth day of worship brings displays of skill, warriors and hunters alike display their prowess in an offering of entertainment and sacrifice of energy to both the Gods and Goddess’ and Endrykas as a whole. Contests of skill involve ranged weapon (archery, crossbow, etc), melee weapon (axe, sword, staff, spear, etc), and riding skill often take place. Prizes are commonly awarded to those who perform well and there have been rumors that even the Gods present a gift to individuals themselves who display exceptional vigour during these events. Competing warriors will be on a special food diet, but majority of the city still takes part in the fasting by only consuming special oils and blends of tea to calm hunger and soothe the stomach. It is said amongst the Drykas herbalists that fasting during this time promotes juices in the intestines and stomach that collect and then finally flush out disease and stones of the bladder when the fasting ends.

The fifth day of worship breaks fasting, as the Drykas and others taking part kick off the day with a large meal before enjoying this time with family, friends, and in a state of relaxation. With food gathered, resources secured, and prayers alive, the Endrykas community opens its pavilion flaps for a celebration of the body and mind, patching up old conflicts, kicking old habits, and innovating new ways to view the world. During this philosophical time, all Drykas take part in activities of self reflection of the past year and discuss ways to improve their quality of life.

The sixth day of this festival begins with a prayer for future bounty of the lands and final thanks to the Gods and Goddesses themselves. Persons who arrive after the fasting are considered late comers who missed the first five days of homage, and are simply viewed as those looking to take part in the spoils of hard work on the final days. Song, dance, feasting and drinking take place, as the majority of Endrykas gather around the large Stalk Meet bonfire at the centre of their encampment this is opened up to the public. Tales are shared back and forth by many, some so grand that one must step in front of the crowd and share with all. On that night, everyone and every clan is family united, presenting gifts and sharing love with one another.

The seventh and final day of this holiday is spent in harmony. All conflicts, duels, fights, and weapons must be put to rest for the day and contemplation for the seasons ahead are discussed amongst horseclan members.


Summer: The Great Race

During the last seven days of Spring, the Drykas make their way down into the deep crater of the Stardowns for the city's transition through the harvest and preparation for the fall and winter seasons. Once a year, shortly after paying homage to the gods when passing through the belly of Stardowns, the Seven Horseclans of Endrykas celebrate the Summer season by holding a Great Race. Endrykas typically settles in the middle of the Stardowns crater, setting up their tent city along the fertile and divine earth of Semele. Friends, family, and loved ones paint symbols of stamina and strength on their tent flaps and on the cheeks of their children. Banners and decorations are displayed across the city and all of the merchants hold discounts on their sales in celebration of the season while it is in bloom. This event stretches over a thirty day period with the Wind Race taking place in the middle of this time.

The festivities start with a large hunt that spans over 10-15 days when thousands of Drykas gather food for the chance to celebrate life, honour, and family with a great feast that follows the race. Once the food has been gathered and begins to be prepared, a large numbers of riders form on the outskirts of the city within The Stardowns crater. Any and all who can ride a horse are welcome to participate so long as they register their name and steed. Aged barrels of liquor are cracked open and shared amongst all that come to enjoy the festivities - summer time in Endrykas is an especially vibrant and fruitful time with vegetable harvests of seeds that were planted the year before. Endrykas remains in the Stardowns crater for the majority of summer as the plants that yield the most crop from harvests rest in this fertile bowl of land.

The race’s start is signalled by the sounds of several horns echoing out at once and from there, the riders are off, driving their horses over the miles of terrain in a circumference around the bowl of The Stardowns. The race curves with the shape of the crater with challenging terrain obstacles such as jagged rocks or sticky mud. Competitive hindering during the race is accepted and encouraged, so long as weapons or tools of assault are not involved. The riders travel a long distance around the bowl, and seven checkpoint flags are collected by the competitors along the way. The first one to return to the finish line their flags is declared the winner. Due to the distance travelled, it is rare that a rider will bring his horse to full speed until the last half mile or so of the race. It is then that the riders are greeted by cheers of encouragement from loved ones and raving fans. The real excitement of the race is had when the winner is declared and he or she is honoured at the great feast, awarded with a tattoo to tell their story, acknowledged for their victory, and receive a gift that is of Drykas make - like a bow, a set of leather armour, or even rare materials for a craftsman.


Fall: The Fall Hunt

Instead of the holiday being reserved to a set number number of days as it is with the other seasons, the season of Fall presents a challenge to all hunters and gatherers within Endrykas. A great gathering commences, and food preservation for the upcoming winter season is addressed. This tradition runs through that last half of the fall season, as Hunters gather in teams and begin to hunt the lands fervently. Aside from gathering stores of food to sustain Endrykas and the seven horseclans throughout the winter, a challenge is also presented to the hunters to bring in the hides and spoils of ferocious beasts that roam the Sea of Grass.

During this event, creatures such as Glassbeaks and Olidosapai find their packs and herds hunted, and each of their bodies is brought back to be weighed against other hunting teams. As well, the gatherers go out in search of large natural stores of fruits, vegetables and nuts that grow along the northern span of Cyphrus Endrykas passes through during this time. Gathering food for Endrykas from predictable growth spots takes priority, but if a large beast or new vast orchard is spotted during their hunts, it becomes a focus to close in on such bounties.

Crafters also take this time to make large collections of winter clothing and bedding, creating many beautifully embroidered patterns and heavily lined, cold resistant apparel. Finally, during the last days of hunting, when stocks have been filled enough, prize beasts are compared and auctioned off to bidders. The hunting team that wins in the Great Beast hunt finds themselves awarded with clothing, weapons, decorative jewelry and supplies all crafted or otherwise made from the hides and other parts of the great beasts. To wear the hide or decorate one self with the spoils of a hunt is a great honour amongst Drykas and solidifies one's reputation amongst their community.

The team that brings in the largest amount of food of highest quality is gifted with a choice of the prime meats and freshest organic foods for their entire clan. Upon the last day of fall, a large feast takes place in celebration of the gatherers, as the prizes of the winners are honoured publicly. Winners who are also without a significant other are introduced to the daughters/sons of many Ankals - men and women who display such skill are thought to be highly evolved and most suitable to carry on the family blood line. Each of the teams then takes their turn telling tales of the extraordinary hunts they took part in over the season, as all have one more great night before they are forced to brave the bitter colds and tough trials of the next season.


Winter: First Frost

One festival during this time of year begins when the 'First Frost' has spread a thin layer of ice over the northern grasses and paints the ground an opaque, sparkling white. Even though Endrykas is in the southern area of Cyphrus during this time, it is still a customary tradition amongst the Drykas, who celebrate the wind as a symbolic motivation for Drykas residing in the north to get through the tougher cold season. The symbolism of the wind at Drykas heels, pushing the people of Endrykas through their days with a supportive vigour. Costume, dance, and fire is also included in the celebration of the First Frost, and everyone is driven to keep themselves warm through the cold and to scare away the winter with their spring-evoking souls.

Although most Drykas are more than eager to see winter through as quickly as possible, no part of this season is unappreciated. Part of being Drykas means that a great understanding of the life cycle is ingrained in each individual from birth. And every new Drykas is an accumulation of skill and prowess dating back over centuries through generations of warriors, healers, hunters, trades and horseman. They believe that those skills make every new Drykas born more tied to the web and the cycle of life because of his brothers before him. It is for this reason that winter is a special time to look back to ancestors and cherish everything they sacrificed and learned to pass on to the newer generations. Many families take the time to reminisce in stories of old friends, relatives, lovers, pets, even slain enemies and great beasts are mentioned and thanked during this time for their role in the advancement of one's skill. If there were no challenge, there would be no victory.

Art & Entertainment

Art

The art found around Endrykas is all incorporated into the items they use throughout their day; this translates into a culture of people who envision art used to represent their people and distinguish their. The iconic knot-work can be found on Drykas clothing, pavilions, furniture, archer bows, leatherworks, blankets, bags, pottery, etc.


Military