"And while their daytime is filled with work, their evenings are filled with song, dance, eating, socializing, and embroidery. They mostly weave fabrics and carve leather in the evenings until the light grows too bad. Then everyone files away to bed only to wake early and begin work again. Life on the grasslands is harsh but really filling."*
Because of this type of life, there is very little time for organized events like city-wide festivals or seasonal parties. The amount of time needed to prepare for such things is just not a luxury afforded by life in the grasslands. Over the years, the resourceful folk of the horse clans have adopted and adapted several practices which allow for socialization and revelry. While there are general guidelines to follow, almost every pavilion adds their own variations to these ceremonies and patterns of behavior.
Marriage Ndoa - "The family of the young women often provide a valatia (or dowry) for the young woman to aid her in finding a suitable husband. Valatia often includes horses, trade goods, skins, jewelry, weavings, dye secrets, or even precious gemstones and metal."* Marriage can mean a lot of things for a family so the way it is received will vary greatly. For some, it is joyous and out of love so there is a celebration to commenorate the joining of families. Sometimes, weddings are performed out of necessity. In the Sea of Grass, survival is the highest priority and there are times when an ankal must use a child as leverage for protection or supplies. These events are rarely raucous but there will be some kind of dinner to announce the arrangement. Most pavilions have their own traditions regarding marriage. One popular tradition for arranged marriages is 'Capturing the Bride'. Bride and groom mount their striders and the bride gets a head start. The male must chase her down and pull her onto his yvas. This is usually orchestrated so it doesn't take too long but many women take the opportunity to get in a few licks on their soon-to-be husbands.
Funeral Isinku - "Death is common among the Drykas. What is uncommon is for a body to be recovered. The Sea of Grass is notorious for being a rough environment - full of predators, sudden weather, drastic grass fires. Often times, there is no body to recover. When there is, however, the Drykas have a special way of laying the dead to rest. They leave the body out on the grass, arms folded, head tilted back so that the dead can see Syna, Leth, and Zintila's stars. If wood is available, they will leave the corpse on Scaffolding. Offerings are often laid about the body. It is expected that animals will scatter the bones and take the body back into the Grass. The spirit will always return to the web if the Dyrkas was indeed tied to the web. What's left is just a simple form of meat and bones, of no real importance when the spirit can be found with very little work within the web until it is born again."*
Bonding Ezihiwe - This refers to a Cyphrus strider choosing a Drykas. This can happen at any age and virtually anywhere. Striders may be the only creatures born with a connection to the web so to be chosen by one is more than a big deal. This is the fundamental pillar of becoming a member in Drykas society. For a first Ezihiwe, the event becomes a clan ordeal. Food, drink, dancing, games and many long-winded speeches fill the day and night as the newly bonded goes through the painful process of receiving his or her windmarks. Depending on the importance of the pavilion in the clan's hierarchy will make a difference in the amount of time and energy that is spent enjoying in the revelry but it's not uncommon for bonding parties to last days. Intermittently, the honored individual will be given advice on what it means to be a member of the Drykas race, an asset of the clan and a contributing member of his or her pavilion. Finally, at some point there will be one very drunk person who regales the assembled masses with the tale of Rakivas and Serifal. Specifics vary from clan to clan but the overall concept is the same; it's a time to embrace a new person into the fold of the noble Drykas race.
Birth Hayot Liv – Children play a huge part in Drykas culture. They are the main reason for marriages, the main focus of most pavilion functions and most treasured resource on the plains. For those reasons and many others, the arrival of a new life into the Drykas is cause for great celebration. The family usually receives visitors from every clan, neighbors and businesses alike. The joy of an infant is an occasion when people feel drawn towards generosity and will share food, small supplies and other goods with the growing family. The hosting pavilion will usually create some kind of reception team to filter in all of the gifts and visitors. Depending on the size and resources of the hosts, there may be a festival-like atmosphere for several days while this takes place or it could be as simple as people coming and going. Either way, very few people will pass on the chance to bless the new life with their presence.
Hosting guests Muloyim – The Drykas are a people known for being tough, capable and unwaivering. What most do not expect is the hospitality they share amongst themselves. It’s true that most Drykas don’t trust outsiders but the fact is that there aren’t many people in or around Endrykas that aren’t of Drykas descent. When one wanders about the city or even near the outskirts, there is an age old protocol for how guests are to be treated. The reason for this is simple; it’s not a very common occurrence to go visiting. The way of life in the Sea of Grass affords little in the way of free time. When the rare chance to drop by and check on a neighbor presents itself, the host is to offer them rest, food and drink. Tea is always offered first with an invitation to relax whether it be next to a fire, inside a tent or in the shade. While tea is being had, food is prepared, blessed by the guest and then shared. Conversation during all of this is to be intentional. Endrykas is a small city and getting to know each other is considered a priviledge as well as a blessing. The guest is normally allowed to stay as long as he, she or they wish but circumstances can always change. Before parting ways, the host should offer a final drink be it tea, mead or wine.
First Hunt Badla Jagt – Whether it’s a boy or girl, a first hunt is very important. It’s one of those things where family comes out of the shadows to stand up and be counted. The choice of game depends on a great deal of things; season, family elders’ hunting experience and what resources are available. The night before the hunt, the child is blessed by each older family member and even friends of the family. A humble meal of grains and vegetables is served with tea. There is no meat or liquor. The child and any others taking place in the hunt leave before the Syna rises. Most pavilions have their own variations where they will be less than efficient to prolong the ordeal or even allow the child to lead them through the entirely of the event. The group does not return until the child has killed his or her prize and drink the blood while it’s still warm. Upon return, there is a massive feast with offerings to the gods, dancing and tales of the endeavor.
Farewell Uhambo – There are many times when Drykas must say goodbye to one another. Trade trips will often separate families for extended periods of time; long hunting treks and even search and rescue missions for people or cattle may do the same. Because the mortality rate in the Sea of Grass is so high, every long venture could prove to be someone’s last and it’s this knowledge that spawned the Uhambo. Family and neighbors gather on the night before or the day of departure and perform this simple ritual. Those leaving stand still as a line of people walk past them. A trait or memory is shared as a means of acknowledging how the departing Drykas shall be remembered. It is a somber event but one not taken lightly.
Return Sayohat – When someone returns from a long journey, those who came to their Uhambo line up but the roles are reversed. The person who once stood still now walks past each one of his or her friends and family then says something about everyone that he values. Once this has been achieved, a humble feast is thrown where stories are shared and everyone is afforded the chance to catch up on missed events.
Battle Kubet'ha - Though most of the Drykas struggles are against forces of nature, there have been times in their history where a group of the nomadic horse folk have had to band together to fight off a sentient foe. In these dire circumstances, there is little time to waste but the strong faith of the plainsmen and women instilled a discipline in their souls. Any who partake in the fighting get prepared; don armor, say personal prayers and gather weapons. The assembled warriors drop down to both knees, shoulder to shoulder, with their striders at their backs. Those not fighting pair off and in unison, feed a small amount of grass or wild herb to the striders. Then the ones who have taken a passive roll kneel before the warriors and look them in the eye. There is very little space between the two lines at this point and they simply hold this position and stare at one another. The warriors imprint the face before them as a reason to fight hard and be smart but also to never surrender. The civilians imprint the face and stare of the fighters so that if they fall, an accurate description may be given to the family or a storyteller in order that the warrior may be remembered.
Honor Proving Imbeko Ziq’na - Incidents occur where one party feels that they have been wronged by another. Every so often, the normal ways of solving arguments fail. When pride stands in the way of reconciliation, an honor proving is declared. An honor proving is a battle of strength, endurance, skill and determination between two men or two women. Honor provings are rarely, if ever, held between a man and woman. The trial consists of three rounds of combat. In order; they are wrestling, unarmed combat, and armed combat. Rounds will go on as long as they have to for a victor to be declared. The winner of each round is determined by submission. A spotter, usually a family member, can wave submission if one of the fighter’s refuses to submit despite being severely beaten. The dispute is settled when one person wins two rounds. Honor provings are a big deal to the affected pavilions and clans. There is a lot of intimidation, political motivation and celebrating as well as gambling that goes into and surrounds the ritual.
*Taken from the Drykas lore article.
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