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Endrykas

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Endrykas
RegionCyphrus
NotabilityMigrating City of the Drykas
LeaderThe Seven Clans
Population350 - 1,000
Races
Drykas95%
Other5%
LanguagesPavi, Common
CurrencyMizas, trade and barter
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 large gathering of people within Mizahar that actually migrates and has a transient population, Endrykas has all the same features as a normal city, albeit 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 Kenash), 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 traveled so as not to strip any piece of land dry of its resources This pattern allows enough time for the environment to replenish before the Drykas pass it again on the next year's run. In this way, the land stayed fresh this way the defining migration of Endrykas became defined by 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, recognized only by Drykas, serve as landmarks that lead travelers away from the treacherous maze-like grasses to the secure stronghold of Endrykas. Without such knowledge, however, 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.

As Winter settles in across Mizahar, Endrykas hugs the southern coast of the Cyphrus as it travels as close to Eyktol as the border allows. Trade between the Drykas and the near by city of Ahnatep is welcomed to those who wish 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.

As Spring comes back to the land, and life flushes the grasses and 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 metals.

Summer brings Endrykas to travel along the northern coast of the Cyphrus, leading it into contact with Kenash and opening fresh trade with the human coastal 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 Syliras which allows trade for materials that aren't as easy to find out on the grass.

Fall has Endrykas following the Sylira border away from Syliras and southward towards Zindal Bay, bringing it into continuous warm weather as the season gets colder. Hunts and gathering tend to become more popular around this time, as well as trade with the coastal city of Claridon in the later days of the season.

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 Drykas 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 traveler, 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 are the Wind-Knotted Gates whose totems rise higher than ever other structure in the city. These massive poles form an informal record of those who reside in Tent City. From this point, each of the seven clans forms a line of pavilions reaching out into the Sea of Grass like spokes in a wagon wheel. Each clan has a chosen representative that is normally the Ankal of the clan's largest pavilion. These men have the largest tents closest to the center of town. These large pavilions are the best way to find out information about a particular clan as they know everything that occurs in their spoke either through word of mouth or by accessing the Web. When there are decisions that need to be made regarding the whole of Enrykas, these leaders gather in a tent known as the Conclave to discuss and debate what is best for the people. Shops and businesses are scattered about among the spokes of the city and are usually found among the clan of the owner. Endrykas moves every three to five days to maintain fresh grass for the animals and to avoid sanitation issues but every time camp is made, the layout is generally the same.

The Tent City is spread out over a large space despite being smaller than other cities. The Drykas ride their striders everywhere, even to visit a friend in a different clan or to a shop for supplies. The wagon wheel design provides wide lanes for horses and livestock to pass freely and efficiently. The only time one has to be cautious is in the center of Endrykas where there is always a solid gathering of people, horses and structures. Endrykas population varies with the seasons and can be as low as a few hundred people while other days the population may be as high as several thousand. Certain circumstances like environmental disasters, threats against the Drykas as a whole or a world event could see a spike in population that cannot be predicted since no one knows exactly how many Drykas live on the Sea of Grass.


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 accessible by those who have the webbing skill.

Society & Leadership

Housing

Horseclan Families throughout Cyphrus and Endrykas house themselves in large pavilion tents with capacities that range between 10 up to 40 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.

Rituals & Events

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 commemorate 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.

  • All quoted material from the wiki articles on Endrykas and Drykas

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