Herein lies the Player Guide for all of Wind Reach's denizens. Players should familiarize themselves with this information and are recommended to keep this thread bookmarked as it may be updated on occasion. Should you find something lacking, please contact the resident Domain Storyteller (DS). In some instances, such as the NPC Library, it is a constant work in progress. As always, players are encouraged to make suggestions in the development forum and subsequent Development Thread.
❖ Introduction ❖So you've chosen to live in Wind Reach? That is wonderful news! Wind Reach has much to offer in terms of play, from the unique caste system it utilizes to the special dire birds known as
Wind Eagle and beyond. It is a city well known for its extremes, and is widely recognized throughout Mizahar as a pivotal factor in the Valterrian and the Djed Storm of 512.
A plethora of information on locations, locals, city layout and appearance, as well as the overall attitude of the citizenry in regards to the outside world. The divine connection of these passionate people is as much linked to the mountain as to the birds they share it with. So, without further ado, welcome to Wind Reach, may your story never fall.
Players are encouraged to defer to this thread when information seems confusing when compared with the Wiki-lore as the latter is somewhat out of date.
❖ Wind Reach and Mt. Skyinarta's Appearance ❖The mountains of Kalea are known for their extreme height and size as well as for their high levels of volcanic activity. It is a land of divinity where the gods
Izurdin,
Ivak,
Ionu, and
Zintila abound, intimately tied to the domains within the treacherous region. The people of the realm are as much built for the extremes here as the beasts are and some, such as the Isur, are well known for their hardiness and instinct for survival.
However, none in the realm stands out so greatly as the immense volcano of
Mt. Skyinarta in northern Kalea, home of the Inarta and their city, Wind Reach. A towering testament of change and turmoil, the massive mountain and surrounding peaks stand out to those who visit the region. The sheer cliffs that litter the landscape and mountain itself and the dangerous chasms threaten to swallow travelers whole make it nigh inhospitable save for those with excellent mountaineering skill. The volcano of Skyinarta rises from the terrain, a large bowl where two glacier fed lakes glint in the sun, visible from the only road in all of the region. Caves and caverns can be seen along the exterior of the mountain while the road leading up to the volcano reveals a single gate, carved from the mountain itself, where an old man stands watch throughout the year.
Connecting the lakes to the valley outside the city that leads to Thunder Bay, a large waterfall descends from a sheer rock-face to create the Sanikas River. A river full of rock and rapids, it is impossible to navigate and travelers must use the neighboring road which has been known to wash out during flood season. Thunder Bay itself is several miles from the mountain, connecting to the Storm Sea which provides trade during the warmer times of the year between Wind Reach and Taldera, and occasionally other regions who brave the unconquerable landscape. Large and equally full of life, Thunder Bay is closed two thirds of the year due to the impossible to navigate ice and storms that blow in from the sea.
While the volcano is semi-active, steam, gas, and occasionally ash seen rising from its surface in some places, eruptions are infrequent and unpredictable (reflecting well the god of emotional upheaval), its rumblings are usually gentle. Seasonal landslides and avalanches still occur, however, so travel is known to be difficult. The residents, however, are well used to the sometimes unstable terrain and know the risks of falling intimately. It does not stop the Inarta from their passionate explorations, though.
In the valleys surrounding Mt. Skyinarta, trees and low shrubs and sparse grasses abound, providing plenty of cover and nourishment for fauna to thrive. Most of the forests, however, are sparse, consisting of thickly stemmed evergreens with tough needles that are difficult to eat. The ground growth is equally tough but only serves to harden the animals that live directly on the mountain further. Mostly, it is picturesque with wondrous views and breathtaking sunrises and sunsets.
Made entirely from porous lava rock, Mt. Skyinarta has been partially transformed by its human residents. The stone has been carved into by master stone masons and earth reimancers, beautiful carvings littering the city as the former prison of Ivak was altered to make life doable on the unpredictable mountain. Old lava vents were transformed, refurbished by the Inarta masons and reimancers until citizens could walk the rough paths of the warrens in relative safety. Often, these tunnels open to the exterior of the mountain to let the citizens see the world beyond their tumultuous home. Furthermore, specialized vents have been woven into the rock to allow for air and water circulation, further improving life in this unpredictable domain. Water from hot springs deep in the mountain is funneled up to special baths the Inarta use for cleaning and relaxation while water from
The Twin Lakes provides a suitable drinking source for the populace as well as a useful way of sustaining the special hydroponic gardens and underground forest that grows in the mountain.
The gates of the mountain itself begins mid-level of the mountain, connecting Wind Reach to the Sanikas Road, and thus baring the name
Sanikas Gates in turn. These gates are simple, allowing for entry and exit of the rare visitor as well as an effective way of closing the city off from would-be attackers. Given the risks of barbarians and other less welcome creatures living in the Unforgiving, it is unsurprising. Just inside the gates, the Inner Warrens begin, branching off in several directions based upon where one wishes to go. However, navigating the warrens safely is a chore unless you are familiar with it; the residents are rarely inclined to assist an unfamiliar face.
Should one procure aid, however, they will most likely direct you straight to the Valintars office, the domains authority over all the city. This office leads off from the Sanikas gates, making locating it fairly simple. Further up the mountain and through the maze-like tunnels, the Avora work areas and Wind Eagle aeries branch. Most of the entertainment facilities can be found lower in the mountain with the largest,
The Inclement Weather located at the very bottom of the mountain. The majority of the residencies, however, are found mid-level, known as the Darniva Common Rooms. All of these locations and more have been carved directly into the mountain and manipulated in such a way to make it habitable and ensure any proximate gases do not overwhelm the residents.
Because space is an issue, most parts of the city are stacked and connected via the special tunnels, or warrens. Some may believe the virtually impossible to navigate hive a pointless waste of space, but it has proven useful and necessary to maintain the stability of the mountain. Like an ant hill seen from above, the structures are ornate and complex, but once the stone is taken away the true beauty and order of it becomes apparent. Organization and Planning are key parts to making the system work.
Besides the complexities of the stonework, the city is filled with glass. Residencies and halls, anything looking out on the world beyond have been magnified in their appearance through the use of glass. Renowned for the glassworkers, Wind Reach has a plethora of colorful designs that help to shape the beauty of the city. It is the glass citizens often enjoy as much as the views.
All in all, Wind Reach is a place full of passion and beauty coated heavily by the ever looming chance of death as its citizens fight to survive in an unforgiving realm.
❖ Inartans and their Attitude ❖Wind Reach is home to the Inarta, a race of red heads that are recognized not just for their light skin, freckles, and hair, but for their fierce personalities that are shared with their birds. Residents of Wind Reach are known for being extremely passionate about things as well as very blunt, finding holding their thoughts and emotions in check somewhat absurd. An Inartans outspoken nature can often be overbearing by those unaccustomed to such uninhibited personalities.
Where other domains may welcome individuals not like them, Wind Reach natives are best known for their somewhat racist point of view. They are usually wary of many humans and relative sub-races and somewhat untrusting or outright hostile to the majority of non-humans.
Residents often engage in dangerous sports such as cliff diving, hunting competitions, and rock climbing. The fearless race of the volcano city sees life as a thing to be embraced. Oftentimes, that leads to reckless adventures and subsequent deaths, however it has never stopped the people before. The direct approach Inarta and Wind Reachers have makes living in the treacherous region perfect. Usually, the reckless behavior combs out the weak to leave the strong, and it is these that make the people of Skyinarta who they are. Brash and outspoken, courageous and strong, Inarta are truly the children of Ivak.
The passion of the people does not just extend into more dangerous arts, though. Inarta are renowned for their skill as glass workers, and people from all across Mizahar have sought the products of these artisans, often providing them unique materials found nowhere else in Mizahar to create beautiful works. Furthermore, highly specialized stone masons are trained as these highly regarded individuals are tantamount to the volcanos stability for living in. Likewise, the children of Ivak are idolized for their skill as falconers and bowmen. There is something truly special about the way Inarta interact with their birds.
Dress in Wind Reach is simple, though the residents are prone to fashion flares of the time. Women where special tops called vinati while men typically go topless. Both sexes don billowing pants called bryda that allow free movement and breathability in the sometimes stifling corridors and heat-wrapped work spaces. The middle and upper classes will often wear special falconry gloves and archery bracers called sontav (lontav for lower caste members). During the colder seasons or when traveling, individuals will don half-cloaks called katinu that are usually fur-lined and warm.
Beyond the attitudes of Wind Reach to the outside world, personalities are often flavored within by an individuals caste. This highly specialized system puts every warm body to work under the premise that if you don't work, you don't eat. The five tiered system enables survival for all in Wind Reach, considering the difficult to live in climate and unpredictable weather. At the top of the food chain are the eagles and their riders, known as Endal. These are the main hunters as well as traders for Wind Reach. They bring in the biggest game to feed the citizenry and bring supplies from other domains to help maintain life on the volcano. These are the elite and as such are treated with utmost respect (even if that respect is not reciprocated). Following the Endal are the artisans. Within this branch, known as Avora, those with skills in crafting things such as clothing, stone work, glass work, and some hunting are placed and provide for the city as well. The next in line are the Chiet and the Dek; these two castes are predominantly mindless labor with the only difference being the Dek (or drudges) work longer hours, often harder work, and almost always have some sort of disability that prevents them from elevating themselves in the system. The fifth and final level of the system are the Yasi, or Youth of the Wind Reach. These four to fifteen year olds are Inarta in training, learning key skills to see them through to life and hopefully earn their place as a citizen of Wind Reach.
Relationships in Wind Reach are open for interpretation. Marriages and family setups are rare due to the system that is in place where youth are placed into the Yasi at a certain age and no longer reared by their parents at that point. Higher level caste members often abuse their rank by taking advantage of lower caste members. An Endal or Avora may take an interest in a Chiet or Dek and force them into sexual favors or blackmail them out of their positions. On rare occasions the interest of the higher to the lower caste may develop more than just carnal desires and in such a way elevate the lower caste member to a slightly higher status. This, like an Eagle bonding with a Dek, is rare. More common is the free attitudes of courtship between the citizens. One man may see several women at a time, or vice versa.
Because of the open courtships, inbreeding is extremely common and thus heritage difficult to track. The population is relatively small to begin with so the diversity of genes is impossible to tell and results frequently in genetic deficiencies such as less than cognitive brain function or physical disabilities that force an individual into being a drudge. However, pregnancies are easy for the Inarta. Twins are common and gestation is normally an easy affair with delivery just as untroubled. Singletons are extremely rare, however.
❖ Demographics & Racial Opinions❖Inarta 90%
Human (and all other subraces or mixed bloods) 9%
Other 1%
With a population of around 2000, the majority of which living directly in Wind Reach and rarely in other domains, the survival of the citizens depends on everybody's ability to work. A relative even mix of male and female, 1800 of the citizenry is specifically Inarta. 180 of the remaining population are human or some subrace of them. Only a tiny fraction (around twenty individuals, usually Isur) are of some non-human race. Due to this low population, and the need for all of its citizens, Wind Reach residents are extremely wary or outright hostile to certain races.
❖ Social Structure ❖One of the most unusual features of Wind Reach society is the caste system. Goverened by a single "official", the highest non-riding member of the artisan class, the system is free flowing typically, allowing for even a low member of the caste to rise to that of an upper caste at any given time. Likewise, an upper caste member may fall from their position to that of a lower position. The rule-all head figure of Wind Reach is known as the Valintar (currently Kaden Avin). Acting something like the mayor of a town or steward of a castle, they know how much food are in the stores at all times, who has been bonded by a Wind Eagle and when, who has died, passes judgement for crimes, and much much more. It is up to the Tavina and Tavinar to ensure the one chosen for the position is suitable. A Valintar may govern for anywhere between ten and twenty years, or until a more suitable candidate is found.
Following the Valintar is the Tavina and Tavinar (female and male respectively). These are the oldest mated pair of Endal. They oversee all of the Endal that rise into the ranks of riders as well as help see placement of newly bonded individuals. There can only ever be one of each position at any given time; should one eagle or rider of the position die, a new Tavina and Tavinar are selected.
Next in the heirarchy are the Masters. Both Endal and Avora, the Masters are typically who a new Valintar is chosen from should the current no longer be a suitable candidate. The masters are at the top of their respective skills and often have mastery over many related skills (such as the master Hunter having high proficiency in tracking and trapping or a weaponry). These positions are obtained only when the previous Master of their art has passed on.
Following the Masters are the Endal. The main providers for the city, Endal rule the skies with their
Wind Eagle mounts. Highly proficient hunters, these individuals are the top of the line in terms of ability and are often highly specialized. There are smaller units within the Endal Caste as a whole, known as Flights, which fill different niches. The Endal also manage the bulk of the trade in Wind Reach via
Wings And Things, helping to obtain some product that certain roles in the city would otherwise not be able to manage. Endal demand respect; because of their position and service to the city, it is by law that all lower caste (non master) citizens must answer to an Endal, no matter the request. Unfortunately, many a Dek have been abused because of title, forcing these grunts into stupid and often lethal action.
Immediately beneath Endal are the artisans of Wind Reach. The Avora are the go-to force of design in the city, providing all forms of art, dress, and structure. Within this class you will find the Masons and all class of proficient Reimancers, glass workers, all non-Endal hunters, and weapon-craftstmen. The major falconers are also within this class of citizenship. Other common skills of this class include clothiers, chefs, fishermen, and medicine workers (both spiritual and physical alike). The attitudes of the Avora, similar to the Endal, vary. Some are extremely arrogant and rude to all castes beneath them (Yasi excluded) and take advantage of them from the relative safety of their rank. Abuse is extremely common. Others are kinder.
Following the Avora are the Chiet, the second main work force in Wind Reach. Chiet are individuals with the skills and physical ability to advance themselves, but have yet to either be bonded by an eagle or apprenticed by an Avora. They, like all but the Dek, work set hours each day in various parts of the city, from the Eagle Aeries to Thunder Bay. Chiet make up the highest workforce in the Bay itself, as well. They assist many of the Avora in various positions throughout the city but are not qualified to be apprentices.
At the bottom of the rung are the Dek. They are nothing more than mindless labor and are placed in such a position because they are physically or mentally incapable of being anything more, or have done something offensive enough to drop to the position, or have been unbonded/lost their Wind Eagle. Dek work until their job is finished and sleep where they finish. They eat when the can and very seldomly have time to do more. Dek are the first to be abused by the Avora and Endal, whether for sexual favors or for equally ingratiating and often dangerous tasks that commonly result in a Dek's death.
The final rung in the ladder are the Yasi. These are all of the youth in the city, any child between the ages of 4 and 15 are considered part of this caste unless they have been bonded by a Wind Eagle, apprenticed by an Avora or have done something to deserve immediate placement into Dek. During these years, individuals are trained by Chiet teachers. They are taught the nuances of Wind Reach society, the history of the city, and a handful of other things such as religion and core skills for survival in the domain. As they grow, they begin training in specialized fields of their preference until they are chosen or turn 15. Once they reach this deciding age, they see the Valintar and are placed into their caste where most remain throughout their lives.
❖ Wind Reach Laws ❖Visitors in the city must visit the Valintar for housing arrangements. If they intend to stay for prolonged periods, they will be required to work. Those staying only temporarily may still pay a hefty tax for nourishment and temporary housing. Wind Reach is a domain of work, and if you do not work, you do not eat.
- All citizens are expected to work. Those who do not work, do not eat.
- The Valintars decision is final. Appeals may be made, but may not change the decision.
- Hunters must keep tally of their hunts at all times.
- All Dek are required to obey the orders of any superior caste member.
- Dek are not allowed without express permission in any Endal or Wind Eagle areas. Those who work in said parts of the city are required to wear special arm bands noting their reason for being there.
- All Endal are required to serve one work period at the Lookout. Period begins at dawn of the first market day and ends at sunset of the next market day.
- Visitors must speak with the Valintar to arrange temporary housing and coin conversion for their stay in Wind Reach.
- Killing, harming, or otherwise harassing any bird in or near the city is explicitly forbidden. Anyone caught doing such will be punished severely.
- All disputes should be settled in the Fighting Pit should prior truce fail to be made.
❖ Crime and Punishment ❖Typically, conflicts are managed between the offending parties in the Fighting Pit; on the rare occacsion that it is needed, the Valintar will step in to resolve the dispute. However, there are more serious offenses that can warrant more prompt response from the Valintar, Tavina and Tavinar, or Masters. The common offense is failure to adhere to the laws of the caste, which is usually demonstrated via flogging. If the offense is very severe, an individual could be lowered to Dek, exiled, or executed by being dropped into the Tomb of Those That have Fallen.
As for crime, it varies by caste. Dek often utilize a drug trade that extends from The Lost Sense since they are not commonly allowed in other locations of relaxation or simply do not have the time for it because of whatever their job involves. Drug use and subsequent abuse are rampant among drudges and many a Dek has died from overdose as they try to cope with the demands of their position. Furthermore, theft in the Dek caste is very common. Given the high chance of starvation in this station, these citizens will often do whatever it takes to eat, even steal. They may not steal from the Kitchens (as fear of Chef Davoid keeps most ne'erdowells at bay), but it does not stop them from going after stalls in the market place and Thunder Bay
Punishment is usually dispensed based on the crime. Theft of food equates to loss of meals. Assault can get you a beating. Etc. Etc. The severity of the crime determines the severity of the punishment. Murder can result in an individuals death depending on who it is. Exile is a common punishment as the dangers of the Unforgiving are severe enough to usually kill most.
❖ Defense ❖Excluding the fact that it is a city in a volcano, Wind Reach has a history of being somewhat impregnable. In combination with the extremely dangerous terrain surrounding the city, the Wind Eagles themselves are a natural deterrent to unsavory characters. Labyrinthine tunnels and lava vents and caves that end in bottomless pits fill the mountain and neighboring peaks while fiercely trained warriors fill key niches in the ranks of the Endal. The sheer heights of the city between balconies and open venues looking out on the world make trying to climb into the city nigh impossible. The only navigable entrance, the Sanikas Gates, are guarded well and are sealed during the winter but for a single gate to admit the hunters through.
However, there are various undiscovered routes into the city, but one would need to travel these dangerous subterranean routes long in order to find your way in, and if the need arises, find your way back out.
❖ Fashion ❖ In a city with a race prone to ever changing whims and desires, the Inarta fashion can be unpredictable. More common among the higher caste, trends can range from subtle to extreme and include everything from hairstyle to clothing and even to tattoos. However, one common theme involves the use of glass and feathers. Beautiful headdresses are commonly worn among the more wealthy cast members as well as piercings in various parts of the body. Lovers of bright color, Wind Reach natives are drawn to many a thing that stands out in a sometimes stagnant setting.
Dek may attempt to join in the fashion, but often their limited funds prohibit them greatly. Instead, they will use the swept feathers and refuse glass as their designs.
Occasionally, an outsider may influence the sense of fashion. Inarta are particularly fond of Drykas weaves and braids and the rare horse-folk visitor may find themselves overwhelmed by the fashionistas of Wind Reach.
Common dress, however, are the billowy bryda of various shades, simple vinati (mostly seen on women and children), katinu in the cooler parts of the year, and sandals. Clothes are made to breath in the oft stifling heat of the volcanic interior.