Wind Reach
From Mizahar Lore
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"There is a place to the far west, a place like no other here in the lands we live in now. It is along a sea, much the same way Syliras is, where the sun sets across the water, but it is not the same as the Suvan Sea. It is a land of fire and ice and was so, even before the Valterrian. The people there loved the sky. They had legends about the Sky and how they were kin to it always. And because they loved the sky so, people say they took to loving all things of the sky as well, especially birds. They tamed eagles and hawks and other fiercer things, and in exchange for sheltering them, these things helped them hunt and taught them their ways. It is said from these people a skill called falconry came, and it is the reason we know how to raise and train hawks and falcons now." - Kavis Kantha (Vasp), Inarta Historian |
Region | Kalea | ||||||
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Notability | Home of the Inarta & Their Wind Eagle Mounts | ||||||
Leader | Kinta (Wran) & Dorn Tanth (Valk) | ||||||
Population | 2,000 | ||||||
Races |
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Languages | Nari | ||||||
Currency | The Pinion | ||||||
Imports | Various chemicals for coloring glass, food, gemstones | ||||||
Exports | Glass, various birds of prey |
Located in the northwestern part of the Kalea Region where the Sanikas Penninsula rises out to enclose part of Thunder Bay and touch the Orikan Ocean, Wind Reach is a settlement built directly into the walls of an active but relatively quiet volcano, Mt. Skyinarta. Considered both breathtaking and remote, Wind Reach is home of the Inarta and their giant Wind Eagles.
History
Wind Reach was created and settled immediately post Valterrian wherein the Inarta claim the origin of their people lie. Initially they were the Orika, a subset of the Suvan Nation, that had very little actual contact with Emperor Galifor and the mighty city of Suva. The Orika were always known for their falconry and their absolute love of the sky. The northern Kalea region was well known for its vast amounts of hawks, falcons, eagles, and owls. These birds were all but worshiped by the Orika and treated as family. The Orika were so strongly bonded to these birds that they themselves were almost birds in truth. Zulrav, Syna and Leth were popular deities to these people as well. So when the ground started shaking and the world in the far east erupted with destruction – they assumed they would be untouched due to their distance. They were wrong. Though they were far away and uninvolved, the battle came straight to them. And when the war of the gods came and those gods beloved to them asked for their help, they readily agreed. No one, not even the Inarta, remember what was asked of the Orika. Their favorite among the deities, Sylir, used the last of his strength to bind the Orika into a tangled web that none have been able to unweave since. Half their strong population died, and through the quick actions of the goddess Caiyha, those dead rose again in the form of mighty eagles. They rose just in time too, for the mountains shook and Mt. Skyinarta was born as well.
No one knows why exactly - no one, perhaps, but the Gods themselves. So it is that the name Inarta means risen. The whole word, including the volcano’s name (Skyinarta), means to rise and fall. The Orika gained the wings they’d always wanted and shed the burdens of their former lives as the Suvan nation died around them. It is said because their hearts were so big, and their sacrifice for Sylir so enormous, that they were reborn incredibly large as well – becoming the Wind Eagles and absolutely refusing to leave their former people. The Goddess not only granted them access to the sky, but gave them dominion over it as well. So to this day both eagles and the people of the Inarta live together. Without the birds, the simple truth is that the Inarta would starve. And without the Inarta, the Wind Eagles would die of loneliness for their kind are incredibly social and dependent upon scholarly interaction to thrive. And it is said to this day that Wind Reach holds a secret that the Inarta know but cannot remember.
City Overview
Wind Reach can only loosely be termed a city. It is something between a bird colony and a commune in the way it functions. It is built within the crater of Mt. Skyinarta and upwards along its vertical walls. The eagles and their riders have hollowed out enormous caverns along the volcano’s internal walls that serve as aeries for both single birds and mated pairs. These aeries are then connected by tunnels that lead to the kitchens, common areas, and other places within the city. Half cave system, half courtyards, the Inarta have a veritable natural fortress at their disposal that is so remote that visitors rarely make the journey up the treacherous Sanikas Valley and Sanikas Road to visit. Only a few traders come seeking the Inarta’s amazing glasswork and bows. Wind Reach welcomes visitors, but receives so very few of them. There is a small settlement on the shores of Thunder Bay that is mostly a fish processing facility for the city. This settlement has a dock where ships can tie up, and where some of the lower caste Inarta keep vessels of their own.
The Weather
As one can imagine being at one of the highest elevations on Mizahar, Wind Reach enjoys extremes. Summers are hot and incredibly short, while winters are cold and drawn out. Snow falls early and stays late, often adding to some of the formidable glaciers that comprise the mountains of Kalea. Storms are fierce and often blow in from the northwest, having been born out in the middle of the Orikan Ocean. One of the main jobs of the Lookout rider is to spot storms and let other riders know they are coming in. Since the Lookout is always manned, its normal for Wind Reach to be forewarned of bad storms coming in.
Politics
In every society there are politics. Wind Reach is no different. However, to have any true say in the city you need to be a Rider or an Artisan. If you are neither, politics are something best to keep out of. The hierarchy of Wind Reach is simply defined by the caste system of which The Tavinal leads. The Tavinal can be a singular rider and his or her eagle or a mated pair and their eagles. The current leadership of Wind Reach consists of a mated pair, so the feel of the 'city' is a bit more balanced than if a singular person leads. This pair is the oldest still fully functional adult riders in the 'city'. They have the ultimate authority and the Valintar answers to them.
Economy
There are no actual ‘markets’ or bazaars in Wind Reach. Instead the Courtyard of the Sky is turned into a market on market day which falls once every ten days. Market day is something of a festival for the Inarta for not only do they trade goods then, but they can also be found singing and dancing as well as feasting together. The Inarta do not use the Miza, since they are absolutely too far away from the Miza mint to get supplies of the coin. Instead, they use the pinion, a small glass coin in the shape of a feather. However, the pinion is rarely in use. Instead, most of Wind Reach is driven by barter and trade.
Culture
Wind Reach has one of the most unique cultures anywhere on Mizahar. It's fluid nature - the ability to rise and fall in a heartbeat within its structure means one must celebrate when one can. The Inarta don't expect long lifespans, unlike other humans that live in softer climates, the drastic temperature and altitudes at which they survive takes a toll on their bodies. So their philosophy is simple. They embrace life, celebrate whenever and however they can, and live it to the fullest. They have no fear of heights as a general rule, and while other fears do drive them (fear of falling into a commoner or drudge cast for example), they have a bold wittiness to their personalities that are somewhat infectious. And though to an outsider they might seem cruel - for the most part the denizens of Wind Reach enjoy a place rife with sparks of brilliance in the otherwise long and sometimes very mundane role of humanity on Mizahar.
Architecture
One thing Wind Reach can say about itself is that its architecture is beautiful and simplified since so much of the panoramic views around the 'city' are breathtaking. Almost every window sports an expansive view of Kalea and lets the person enjoying the view know they are doing so at a dizzying height. There are no trees in Wind Reach - at least not at the higher elevations - so almost everything (even furniture) is made of stone. Wood must be imported or brought up the mountain by Wind Eagles who's time are better served finding food. Masons enjoy a rank higher in the Artisans than almost anyone because they very rarely are without work or out of high demand. Reimancers, as well, especially those that can mold earth and expand Aeries and commons are also highly regarded and well sought after. Plumbers that bring water to the hydroponics do so in pipe that has been carved out of stone and elegantly decorated to match the rest of the Wind Reach style architecture.
Cuisine
Starvation is a real threat in Kalea. While some hunting can be done for things like mountain sheep or goats, there is very little window in terms of weather to accomplish agriculture, farming, or the production of most meat and dairy animals. Hence, Wind Reach has found a great solution. The Wind Eagles hunt, mainly fish and large marine mammals in the nearby Thunder Bay. That is why, by and large, the eagle riders are so important to the city. Without the food these eagles provide, the denizens of Mt. Skyinarta would starve. The Artisans of Wind Reach have also gotten very creative and have learned to grow food in the rich waters of Mt. Skyinarta. Since the volcano itself is active and constantly upwelling rich nutrients, once rainwater filters down through the rock of the mountain, it collects in vast underground pools that easily grow plants the Inarta need to survive.
Holidays
The Inarta use any excuse to celebrate holidays. They use the standard excuses everyone else does... birthdays, deaths, marriages.. to celebrate holidays. They also hold the Valterrian in special regard because it is their believe their people were created during that event. In addition to such things, the Inarta celebrate bonding, laying, hatching and fledgling when it comes to the Wind Eagles. It is especially important in a young person's life when they manage to link their lives to a newly fledged eagle who's suddenly moved into its own aerie to begin its process of choosing. Young people, mostly commoners and drudges, are always excused from their chores when an eagle fledges of their same sex in order to move into its new aerie and begin the process of linking with it. The competition is fierce, and while a newly fledged eagle may have upwards of ten or twenty 'guests' in its quarters, it will ultimately bond with only one. During these events, accidental deaths increase dramatically as the young people grow bolder and bolder in their attempts to gain the birds attention and affection or eliminate rivals. The Inarta tend to look the other way during the course of these events, knowing the survival of the fittest will only benefit their peoples in the long run.
In addition to the life events being celebrated, the Inarta also celebrate the summer and winter solstices and the spring and autumn equinox. These events are normally accompanied by dancing in a very formal setting in regards to the Solstices and informally so during the equinoxes.
Military
While Wind Reach has no actual military to speak of, the Eagle Riders and the hunter class archers can act as military if necessary. Due to Mount Skyinarta's near isolation and lack of resources, almost no one would consider attacking the facility militarily or conquering their lands. Instead, the Inarta face more environmental threats than anything else. The weather is harsh, summers short, and winters extremely cold. Those threats are far more real to the Inarta than invaders or even dangerous predators.
Places of Interest
Sanikas
Sanikas was the first Orika transformed into a Wind Eagle by Caiyha. The circumstances of her creation are still cloudy in the minds of the Inarta, but they do clearly remember her name. And as such, they honor her memory and her sacrifice by naming the prominent geographical features around them after her. And as the first, her name has been immortalized by the Gates to the very city itself, the River that flows from Mt. Skyinarta, the road that travels along the river, and the valley the river itself has created.
The Valintar
Since Wind Reach only has several thousand people, there is truly no need for separate offices for housing, employment, stores, and law enforcement. Instead, the highest non-riding member of the Craftsman class automatically becomes the Valintar and in that position they must completely and utterly run the city like a stewart runs a castle. They know whats in the stores, which areas need more workers, and which expansion or construction projects are underway. They are in charge of what passes for Wind Reach's jail and acts as the judge and overseer of justice. It is a lot of power in one person's hands, but the upper castes in Wind Reach make sure a suitable candidate is always in place. In fact, nearly from the beginning of the Inarta, one family has acted as all the Valintars.
The Communal Kitchens
While all youth and above ranks are allowed to go to the kitchens and use their facilities at any time, drudges are left to eat at very specific times of day. Twice daily there is a 'drudge meal' served of simple soup and bread along with water or hot tea that serve to facilitate the feeding of the underclass. All others, including visitors, can drop by the kitchens any time of night or day and either talk a cook out of a meal or prepare their own food using the resources available therein. The pantry and coolrooms where the food of the entire city is stored are carefully guarded by the Kitchen Storeroom Manager and Head Chef.
The Hydroponic Gardens
These large underground nutrient rich pools are used to grow most of the fresh fruits and vegetables of Wind Reach. Most of this produce are either unique to the region or have been specially developed by the Hydroponists that dwell within. Most Hydroponists have at least a little water reimancy and bear the gnosis marks of numerous gods gifted with the ability to influence plants and breed them. One and all these terribly ingenious people have a vast working knowledge of plants.
The Glass Reverie
Wind Reach is by and large most famous to the outside world (besides having giant eagles) for their incredible mastery of glass. Living in a volcano tends to give the Inarta a distinct advantage over other cultures that produce glass because they have a singular heat source that so far shows no sign of exhausting itself. Cultures all over Mizahar tend to send Inarta some of the incredibly rare ingredients they need to color their glass or produce interesting effects in straight trade for finished products. Glass, and secondarily rare foods or spices, is one of the only reasons traders make it up the Sanikas Road to do business with the Inarta.
The Inner Warrens
The inner warrens are simply the network of corridors and hallways of Wind Reach that link the common rooms to the aeries and ground levels. These warrens are made up of stairways, hallways, long chambers and storage areas.
The Tisuma Baths
One benefit of living in an active volcano is the ever present hot water. This water, heated from the molten magma buried somewhere below, has been cleverly piped up and dumped into a pool that lies near the living quarters of most of the denizens of Wind Reach. Each Aerie has its own pool where clean water is pipped in and dirty water is swirled away. But by and large, since less than 10% of the population rides eagles... most everyone else has to make use of the Tisuma baths.
The Enclave
The Inarta will never be known for their great scholarly pursuits and deep intellectual investigations. They are far too worried with survival to maintain large in depth scholastic institutes. That is not to say, however, that they don't educate their youth or keep a library. And the Enclave, along with its scholars, are the main source of knowledge and education in Wind Reach.
The Stained Glass Gallery
This indoor meeting hall is the cold weather gathering spot for all the denizens of Wind Reach. Festivals, weddings, even judgments are carried out within its elaborately showcased artwork. The walls and ceiling, where they connect to the outside of the mountain, are covered in stained glass to show off the sheer talent of the Inarta peoples.
The Courtyard of the Sky
This outdoor courtyard is located right off the Stained Glass Gallery and is home of the warm weather festivities and those events which include the Wind Eagles in their ceremonies. Rather large, the whole of Wind Reach, excluding the drudges, can often comfortably fit within its confines.
The Arms Gallery
The forges and heavy craftsman of Wind Reach are found all in this enormous self-heated cavern. Divided into fingers of offshoots of the main gallery, this cave system is home to most of the producers of metalwork, arms, armor, and fasteners among the Inarta. Artists and scupltures often work in this gallery rather than the crafts gallery if their chosen profession is too dirty to be located in the same place people paint fine art.
Skyhigh Stables
The Inarta are truly not horsemen and women. They do, however, keep a small stabling facility for visiting traders and commoners that might like to keep horses for trips outside of the region. The stables are nicely built and sturdy against winter storms, but lack a true foodsource for the horses. Riders must harvest grass hundreds of miles away and bring it in on the wing in order to feed any resident mounts. Junior riders are often stuck with this job and highly resent it, so horsekeeping in Wind Reach is definitely problematic except when the summer is in full swing and the high mountain grasses are growing. Otherwise, the city is mostly (and the road itself) locked in snow.
The Craft Gallery
Equivalent of the Arms Gallery, the craft gallery is home to seamstresses, weavers, painters, and any other form of craft one can think of that takes precision and a great deal of light. Stained glass artists often set up shop here, assembling their final products well away from the Glass Reverie.
Darniva Commonrooms
With the exception of drudges, who sleep wherever they finish working, the common housing of Wind Reach all reside within the Darniva Commonrooms. There is actually plenty of space for everyone since the rooms were created with the advent of Wind Reach and made numerous with the anticipation of a much larger city. Rooms can be rented or purchased by travelers or immigrants through the Valintar for any duration of stay at any size requirement. People do not have to stay in the rooms they rent, often renting a small space and opting to move into a far larger one. The Inarta themselves, other than the drudges who do not get their own rooms, are free to occupy whatever space they'd like. Visitors that occupy spaces other than the ones they have leased or purchase run the risk of getting run out the first time someone else rents or leases the space they are in. Individuals are responsible for keeping their own spaces clean, though there are a number of drudges assigned to the Darniva to keep them all clean as well.
The Eagle Aeries
The Home of the Wind Eagles and their riders and family, the aeries are the richest most elaborate residences found in Wind Reach. In order to access them, one must have an eagle as a bonded mount or be otherwise attached to a rider as part of his or her family. The Aeries are the only rooms in Wind Reach that have their own bathing chambers.
The Edge Of The World
A famous climbing wall where many events are held, the Edge of the World is somewhat a rite of passage for the youth of Wind Reach. Even as children, parents will take kids to The Edge to teach them how to climb and rappel. Young eagles will often dive off The Edge to train up their flight muscles after they have first fledged. So by and large the Edge of the World is a very busy location in and around Wind Reach - even if for enjoying the view. The Edge is accessible through a small series of tunnels and then a small game trail that leads to it from the Inner Warrens of Mt. Skyinarta.
Tomb Of The Fallen
Lava pools and vents to the molten underground are common in and around Wind Reach. The largest of these, The Tomb of the Fallen, is used to bury the dead of the city and execute criminals whose crimes merit capital punishment. Occasionally experiencing eruptions, The Tomb of the Fallen isn't always a quiet resting place. But it is a quick, merciful death and a very clean way of the Inarta to dispose of their dead where they live in an otherwise stone locked world.
The Twin Lakes
The Lakes within Mt. Skyinarta's Crater are called Kanti and Shivias. Shivias is by and large the hotter larger of the two and spills into Kanti which is cooler and and has an assortment of odd fish that mysteriously appeared during the appearance of Mount Skyinarta. The smaller lake is especially plentiful with life. Kanti and Shivias were among the first generation of Wind Eagles - those that died early making sure their people moved into Skyinarta without trouble and thrived. Kanti gives birth to the Katshika Falls that plummet hundreds of feet down the volcano's flanks as the origin of the Sanikas River. Katshika was Sanikas' rider from the first generation.
The Underground Forest
In the bowels of Mount Skyinarta lies a world of stalactites and stalagmites that spring forth an amazing amount of diversity brought about by the careful tending of Caiyha's chosen. This place is a secondary location of food production and considered to be a gift from the Gods to help supplement the Inarta's protein heavy diet. Nurtured by bird dung, the Underground Forest is rife with mushrooms and plant life that is both luminous and otherworldly in its strangeness.
The Lookout
Famous stone where the watchrider is always on duty, the Lookout is a very important feature to the Inarta. If they don't have a watchrider posted on the Lookout at all times, they cannot see storms and adverse weather approaching. Storms in Kalea are absolutely deadly and often merit getting everyone inside and all the birds in the aeries. The Lookout also provides a spectacular view of the Sanikas Valley so any visitors or caravans approaching are seen a great deal ahead of time. It is often the case that watchriders must summon other riders to get visitors to safety when storms catch them unaware on the road.
Inclement Weather
The Inarta aren't without their music. The whole of Wind Reach is full of musicians which are always elevated to the Artisan Caste. Because they are holed up in a mountain of stone living a very harsh life, they often need an outlet to blow off steam and rejuvenate. Inclement Weather is one such place. Founded by an outsider who made his way to Mount Skyinarta just after the founding of Wind Reach, Davintas - a strangely ageless old man - brought music and prose to the world of the Inarta and leaves only rarely.
The Dreaming Lady
The Dreaming Lady is a relaxing spa where Mt. Skyinarta's natural fumes can be inhaled and cause lucid dreaming and visions to occur. The Dreaming Lady employs healers and masseuses as well, being one of the only places in the 'city' where people can come to relax, to heal, or to seek further guidance.
Mount Skyinarta
Home of Wind Reach - this mighty volcano is the tallest peak on Mizahar and reported to be one of the last sites of the divine battles of the Valterrian. Divine Djed, released in epic proportions at Sylir's death, changed the citizenry that were living along the coastline and transformed them into something far different resulting in the Inarta people. The Inarta are prone to magics and are drawn to gods like Caiyha and Zulrav. They also have a deep reverence for Rhaus and Morwen. The Goddess of Winter is a frequent visitor and known to the Inarta almost as well as the Vantha.
The Katshika Falls
These falls spill from Wind Reach's Twin Lakes down into the Sanikas Valley producing the Sanikas River which flows out into Thunder Bay. Considered one of the tallest waterfalls in Mizahar, it is by and large not one of the most beautiful. Riverfall's waterfall is far more impressive, as too is the waterfall outside of Syliras. Katshika is angry, random, and completely unpredictable.
Society
Wind Reach is definitely divided into castes perhaps more so than any number of places that have social stratification. And while the memberships in these casts are firm, the ability to move from one to another is fluid. To rise in rank simply entails bettering ones life. If one does not have the ability to do so, perhaps because of physical or mental handicap, they remain frozen in their caste. Law in Wind Reach is fluid and incredibly dynamic as well, applying to one caste while not being applied to a second.Endal - The Eagle Riders
The Endal hold the highest position in Inarta society. They provide the food and protection the city itself needs to survive. The vast majority of hunting is carried out by the eagle riders, so they often eat the best food, have the best quarters (the aeries) and enjoy the spoils of their lifestyle. Endal are often some of the most telepathic members of Wind Reach's society and tend to hold some of the highest intelligence and physical fitness as well. While they are incredibly gifted individuals, they also tend to have a strong sense of what is right and wrong, and aid the Valintar in their day to day duties. Among the riders, there are rankings as well. Flightleaders have more rank than a normal rider, while the oldest still fully functional mated pair of eagles and their riders have leadership over all of Wind Reach. This position is called The Tavina (female) and the Tavinar (male).
Avora - The Artisans
These are people with a tradeskill that proves valuable to Wind Reach. These are the glassworkers, tanners, chefs, blacksmiths, and other artisans of the city. These individuals work set hours, contribute greatly to society, and have a voice in how the city is run on a day to day basis. They are respected, protected, and considered important for the smooth operation of the city. Laws apply to the artisans protecting them from drudges and commoners. They answer to riders and see to their needs first and foremost. Artisans often pick the best of the best commoners and youth to teach their trades too. Very infrequently do they select drudges and elevate them. Oddly enough, hunting and hydroponics fall into the Artisan category as well.
Chiet - The Commoners
Commoners are citizens of Wind Reach that have more status as youth and drudges but don't quite have a profession that elevates them to the level of artisan. They might mind the nursery or teach youth classes, or be trusted to copy or dust texts in the Enclave where a drudge would never be allowed. They are not ill treated, but they do tend to get the lesser quality living spaces and eat only after the riders and artisans have had their fill. It is from the commoner class that most artisans select their apprentices and most eagles choose their riders. So, in most cases, the commoner lifestyle is transitory. It is also to this class that riders fall if their eagles die and they become mountless. The partners of riders who do not ride eagles and do not know a trade are often considered commoners. Unless paired to a rider or artisan (in which case rank is borrowed), commoners have almost as little status as drudges, though both castes above them tend to treat them with respect. However, they understand where their livelyhood comes from and will often not refuse a polite request for service or assistance via an artisan or rider. They also have full authority over youth and drudges.
Yasi - The Youth
By and large the vast majority of 'youth' come from the ranks of drudges and commoners. Most are byproducts of liaisons (either wanted or unwanted) from riders and artisans taking advantage of fair looking drudge women. Children stay with their parents (unless their parents are drudges and thus have no time to raise children) until they are eight years of age. If they are unable to be raised by their parents, they are then raised by commoners in large nursery devoted to the task. At age eight, they are required to live in the youth section of the city under the supervision of commoners to learn to be independent. Classes at this point intensify and a youth is caste by age fifteen based on their performance in training and academic studies. It is thought that by age fifteen any talent would have manifested and the child would be well on the way to becoming what he or she was meant to become. Artisans generally pick their apprentices from the youth anywhere from age ten on up depending on skill demonstrated. If a student has not showed any aptitude for important skills within Wind Reach by age fifteen, on their birthday they are assigned as a drudge and put to work. Some children are put into the drudge system earlier if it is evident prior that there is no way they will ever rise above the rank. If a Youth is not awarded an apprenticeship but is still intelligent and willing to learn, upon their fifteenth birthday the Valintar will assign them a 'position' among the commoners to work at for the rest of their life or until their circumstance changes.
Dek - The Drudges
This caste is the lowest of the low. They are unskilled, and hold no rank within Wind Reach. Many drudges have physical or mental ailments or diseases that make them unsuitable for other castes. There are no laws to determine how they are treated or such things as hours of work, food allocation, or where they can sleep. If a drudge isn't elevated out of their state quickly, their life expectancy is generally very short. Drudges do all the work no one else in Wind Reach wants to do. They clean hearths, wash pots, scrub stones, and are often victimized by higher cast members for they are not allowed to refuse service of any sort to someone of a higher cast. Conversely, most of the crime in Wind Reach is carried out by the Drudge Caste. Drudges can work their way out of their class by bonding with an eagle, marrying higher, or learning a skill or trade. They must do this, however, on their own free time of which they have very little of. If they don't work themselves incredibly hard, they generally don't eat. Interestingly enough, drudges often have very few gifts in telepathy which is one of the reasons they are generally unable to bond with an eagle. Those mixblooded individuals that also have 'throwback' traits to purebred Inarta (meaning they lack red hair, abilities with birds, etc) are often automatically thrown into this caste and treated perhaps far worse than other cultures would treat their slaves.
Crime
Because the community is so small, crime is rarely a problem. Most of the crime is carried out by the drudge caste and punishment is swift with they are caught. Most crime falls into the category of larceny and involves stealing food and survival level items. Drudges aren't readily provided for, so often times they have to make up for their lack by resorting to stealing. Certain drudges even cling to their drudge status because it makes them invisible in society and thus gives them access to places commoners and artisans won't have. The Riders practice capital punishment and often drop offenders into the Tomb of the Fallen as a quick way to carry out sentences.
People of Wind Reach
Demographics
The Inarta make up 95% of the city population, approximately 1,900 individuals. The vast majority of the rest of the population are various other forms of humans at 3% or about 60 individuals. Wind Reach, due to its remoteness, gets very few visitors other than traveling scholars and sometimes priests. The other 40 individuals, the 2% other, in Wind Reach - are from all different races - and make up an extreme minority and unless they are skilled are considered part of the lowest caste.
Key Figures
Forthcoming...
Informative Threads
Information threads | ||
Phoenix's Vlog Listen While I Ramble | More Information on Wind Reach |
Part of the Geography series | |
Sylira Syliras · Zeltiva · Nyka · Sahova · Sunberth · Lisnar · Ravok | |
Cyphrus Endrykas · Riverfall · Kenash · Claridon | |
Taldera Avanthal · The Spires · Karjin · Novallas | |
Kalea Sultros · Alvadas · Kalinor · Lhavit · Wind Reach · Denval | |
Eyktol Hai · Wadrass · Malrion · Ahnatep | |
Falyndar Taloba · Charbosi · Zinrah · Syka | |
Major islands Akvatar · Darva · Mura · Black Rock |