Endrykas Codex

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Not found on any map, Endrykas is a large migrating tent city wherein the horseclans of Cyphrus gather to trade and exchange information. [Lore]

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Endrykas Codex

Postby Prophet on May 27th, 2016, 1:26 am


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This is Endrykas. If you've made it this far you must be strong. That's good because strength is needed out here in the Sea of Grass. There is much to learn and we have a lot of work to do. You can find everything you need to get started. However, you must possess more than knowledge and strength to ride with the Drykas. Steel your resolve and set your will for above all else this world will test your spirit. Read on if you think you have what it takes.

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Endrykas Codex

Postby Prophet on May 27th, 2016, 1:28 am

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Pavilion Key :
  1. Stormblood
  2. [url]coming soon[/url]
  3. Dawnwhispers
    * Merevaika Stormchaser is a loner. She sets up her tent where she can and is always found along the outskirts of the city.


Important Note about Endrykas :
The Tent City moves every 3-5 days. This is the result of the Drykas lifestyle. With so many animals and people, the grasslands become a mud pit or a dust bowl very quickly. To avoid overgrazing, the people will move on before they prime grasses are completely destroyed (livestock can kill vegetation if they stay in an area too long). There is also sanitation and the availability of fresh water that should be considered. That being said, there are larger structures that can found within the city. These are not simply massive tents. The larger businesses are comprised of several to many different sections that have been made to connect and form various shapes of enclosures. None of them are overly tall as the poles needed to support such a canvas would be too cumbersome to move on a regular basis. When writing, remember that everything your PC sees within Endrykas will be travel-ready.


Important Note about the Locations :
Some of the locations are being redone. Most require only small changes but some have issues that conflict with other lores or lists. Because of that, every location is being given a thorough review and eventual facelift. If a location does not have an appearance similar to this page, it has yet to receive its time in my workshop. If you wish to interact in a particular business that has not been redone, please PM Prophet to check for any changes that might be made before proceeding. In all cases involving transactions with Endrykas NPCs, a PM is to be sent to Prophet for approval. This is a slow process but one that will benefit every PC. Thank you for your patience and cooperation.

In the very heart of Endrykas is a large tent.
This is the Conclave and it houses the leadership of each
of the seven clans. Few are ever permitted inside.


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X-The Wind-Knotted Gates Next to the Ankals' tent stands a set of carved poles adorned with colorful ribbons that denote the people within the city. This shrine is a popular meeting place as well as the spot for all the latest gossip.
Z-Tent of the Patrons Near the center of town is a small tent that protects one of the oldest treasure to the Drykas people.

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1-The Spitfire: A place to take your kills in order to be butchered.
2-The Duskstep Pavilion: A place where hunters can find weapons and advice.
3-The Pride: A place to find and buy livestock.



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1-The Threaded Hide: A place to get armor, and have it repaired too.
2-Baultimes Barrel: A place where a Drykas can always find a good brew.
3-Garthos Supply: For all your survival and travel needs.



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1- New Location coming soon...
2-Ferem’s Fortunes: A place for Drykas to find answers and seek wisdom
3-The Rainshard Pavilion: This is home to master glyphers as well as an elder who knows something about everything.

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1-Anchor of Gold and Earth: The records of every clan, the history of Endrykas and the word of law and judgement are found here.
2-The Raised Sun: A place where Drykas and outsiders alike can find work around the tent city.


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1-The Healing Hoof: Sick pet? Strider not acting right? Bring them here for medical attention.
2-The River Flower: A place for healers to congregate, as well as a place to seek medical attention.


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1-The Watch: The force responsible for protecting Endrykas and its people from all of the dangers in the Sea of Grass.
2-Warstorm Pavilion: A place for Drykas to receive martial and weapons training.
3-Predator's Post: If you are looking for an animal companion of any sort; hunting, tracking or protection then you've come to the right place.


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1-The Thunderherd Pavilion: A place to secure imported horses.
2-The Guided Horse: A secure place for to make sure your horses are well cared for and protected.
3-The Lilacwind Pavilion: First and foremost place to get your wind marks.
4-Dawnwhisper Goods: Animal bi-products such as milk, cheese and many other things are available here. (PC Shop)


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Endrykas Codex

Postby Prophet on May 27th, 2016, 1:30 am


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These are guidelines for creating a PC that will start in Endrykas. Due to the nature of the environment, these skills are required to ensure that your character's survival is plausible. There is no room for the weak among the horse clans.

Drykas Pre-Requisites
  • 10 XP in Riding-Horse (this is covered by the Drykas racial bonus)
  • 5 or 10 XP in a Weapon*
  • 5 or 10 XP in Wilderness Survival; Biome-Plains*
  • 5 XP in a Survival or Crafting skill (hunting, tracking, weaving, carving, cooking, etc)
  • You must have at least one skill that applies to your clan's primary claim (Opal-healers, Diamond-warriors, etc)
  • All Drykas take the Horse Starting Package
*Must total 15 XP between the two.

Non-Drykas Pre-Requisites
  • 10 XP in a Weapon*
  • 10 XP in Wilderness Survival; Biome-Plains*
  • 5 XP in a Survival or Crafting skill (hunting, tracking, weaving, carving, cooking, etc)
  • All Players must take the Horse Starting Package
  • 10 XP in Riding-Horse Or
  • 5 XP in Animal Husbandry and must purchase a wagon
*Must total 15 XP between the two.

Note: All Non-Drykas PCs must receive approval from Prophet before posting.

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Endrykas Codex

Postby Prophet on May 27th, 2016, 1:36 am

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Pavi is a unique language that uses hand signs interjectionally within spoken phrases to illustrate emphasis, emotion and meaning. It is also used in conjunction with dance to tell elaborate and exotic stories. Below is a list of commonly used terms.
(Note: There are no standards for signs in terms of roleplay.)



~~Word/Phrase~~ ~~Pronunciation~~ ~~Meaning~~ ~~Sign~~
Diakh Dee-ahck Father, informal No
Maisa May-zuh Mother, informal No
Patro Pah-tro Father, formal Yes
Matrin Ma-treen Mother, formal Yes
Bosu Bo-zoo Son Yes
Dotra Doe-trah Daughter Yes
Wuepo(a) Weh-poe(pah) Baby Yes
Ferto Fair-toe Brother, formal Yes
Saiza Say-zuh Sister, formal Yes
Bruh Bruh Brother, informal No
Mana Mah-nah Sister, informal No
Gavee^ Gah-vey Love, I love you; romantic Yes
Gapee/(o/a)^ Gah-pay-(oh/ah) Love, I love you; familiar Yes
Gamee^ Gah-may Love, informal Yes
Trewal Tray-wall Strider Yes
Wal Wall Horse Yes
Horzpah Horse-pah Bull Shyke No
Cultakh Cool-tack Freaking Moron Yes
Walahk Wall-ahck Horseless, Non-Drykas Yes
Lucedo(a) Loo-say-doe(dah) Slut male (female) No
Geht Voune Gate Voo-nay Zibri-head, Stubborn as a Zibri No
Zulkina Zool-ky-nah Godsend Yes
Semekhe Sim-eck-hay Blessing/blessed Yes
Ohs Tratche* Ohz Track-ee Just another ride Yes
Wajecki Vokal** Wah-jek-ee Voe-cal Come sun or rain Yes
Kon Toladi Yo Con Toe-lah-dee Yo The Web only knows Yes
Feis Zul Rhotame*** Fice Zool Row-tah-may Til the gods bring you/him/her home No
Walot(a) Wall-ot(a) Rider/Person of authority**** Yes



*A phrase used to brush something aside or make something seem routine similar to ‘No big deal’.
**A phrase used in similar situations like ‘It doesn’t matter’ or ‘makes no difference’.
***This is spoken to the deceased as a way to wish him or her well and to gain closure or as a phrase of comfort to a grieving person.
****Used also to refer to someone who you do not know, but wish to treat respectfully. Can only be applied to bonded Drykas.

^ The spoken words for love are very similar but the signs are not. Gavee and Gapee can be used as a pet name or for the phrase 'I love you'. Gavee is used only between lovers, husbands/wives, etc. Gapee is used for family, animals, friends, deities, etc. Gapeo/Gapea is how to relate the term to children; O is masculine, A is feminine. Gamee is used for exaggeration in conversation like "I love your new ribbon!" or as sarcasm like "I just love being told what to do by that blind old harpy."


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Endrykas Codex

Postby Prophet on May 27th, 2016, 1:39 am

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"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.

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  • 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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Endrykas Codex

Postby Prophet on May 30th, 2016, 2:30 pm


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The Drykas are some of the healthiest people in all of Mizahar. Their nomadic lifestyle not only offers them a constant variety but it also gives them constant access to fresh foods. The horse clans work very hard on a daily basis and they more than make up for it when they sit down to eat. The Drykas diet can be divided into three groups; red, white and green. Red makes up the majority of what they eat and is comprised of all the meat that they hunt and kill. Deer, elk, rabbit, upland fowl, fish, water fowl, bear and a host of other animals provide protein and create the base of a solid nutritional plan. The white refers to the benefits of having livestock; dairy products. While not complex in their processes, the Drykas can make cheese, yogurt, creams and also drink a lot of milk which helps keep them healthy and strong. Finally, the green refers to the world around them. While the Drykas are not farmers, they can forage any number of berries, nuts, herbs and roots to supplement and season their meals. All in all, the people of the grass eat very well and their strength reflects the awareness the have about the importance of good nuitrition.

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A Note About Preservation: The Drykas move every few days with their city. For this reason, many culinary skills are focused on the art of preservation. Fresh foods make up most of their diet but the art of making jerky, cheese, bread and other travel foods is essential to filling in the gaps on days when one does not have time to hunt or forage. Every pavilion has some way to extend the 'shelf life' of their food supply.

A Note About Meals: Since there are many different jobs in Endrykas, there is no set structure for when and how people eat. The practices range so widely that it would not be inaccurate to say that each pavilion would have its own schedule for eating. In general, the biggest meal is dinner since that is the time when most everyone has finished their work and is replenishing the nutrients that were exhausted and breakfast would still be the most important.



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Endrykas Codex

Postby Prophet on May 30th, 2016, 5:14 pm


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Religion is very important to the Drykas. There is a deep spiritual vibe amidst every tent within Endrykas though the nature of that vibe with vary greatly from one Drykas to the next. First and foremost, they consider themselves the Children of the Wind which is a direct link to Zulrav. A big reason for this is the Strider/Drykas bond. The key aspect of Drykas society is bonding with a Strider which is a horse from the blessed breed created by Zulrav for the Drykas people. All Drykas worship the Father of Storms to some degree.

There are many other gods and goddesses which play a huge part in the city of Endrykas. Caiyha, Semele and Rak'keli are some of the more popular ones but the list does not stop. Yahal, Makutsi, Erwaat, Cheva, Avalis, Syna and Leth are also commonly revered among the clans. The Drykas people are a blending of many races and many people so the influences of many different cultures' religious affiliations come with that. Worship is very much a personal matter and while pavilions tend to worship the same deities in the same way, there are no set practices for the Drykas as a whole. It is considered offensive to tell someone else how to or whom to worship.



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Endrykas Codex

Postby Prophet on May 30th, 2016, 6:31 pm


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The Drykas people were not always nomads. Before the Valterrian, they lived in a highly successful civilization. They had libraries and temples, arenas and markets and understood as much of the world as any people. Luxuries and indulgences are not lost on the horseclans and neither are the old wisdoms of remembering history, making use of technology and the benefits of understanding one's environment. These things are gone in the physical sense. The cataclysm that split the world forced the Drykas to live deep inside Semele's womb for hundreds of years. When the time was right, they emerged to find the Sea of Grass and staked their claim to it with the blessings of Zulrav and Semele. Unlike many races, the Drykas do not claim to own the land or even tame it but rather that they are a part of it. The use the wisdoms of old, the strength of the present and the promise of the future to navigate an endless journey around Cyphrus. Their lives are hard but rich in a fullness that few outside the Drykas every truly understand.

A Brief IC History :
Winter 512 – A ruthless pox kills three thousand Drykas. A strange cloud appears mid-season and follows the city.

Summer 513 – The Drykas send out raiding parties to capture slaves in an effort to rebuild their decimated population. An earthquake hits the city and creates a huge hole in the Sea of Grass. Zith attacks are frequent, unpredictable and devastate the moral of the horseclans.

Fall 513 – The slaves captured during summer are auctioned and life returns to more of a normal pace. The Drykas begin to breath a little easier and feel their hope restored.

Winter 513 – Bison herds have repopulated in the Sea of Grass and the Drykas take steps to establish their own herd. A pure white strider is born. All of these things point to good luck and fortune.

Spring 514 – Trade and socialization with Riverfall highlights the season. The world is kind to the Drykas who enjoy the relaxing company of their giant blue neighbors.

Winter 514 – Swarms of locust and scorpions plague the city. The Great Race reveals cursed bones as well as a blessing from Zulrav. Life on the Cyphrus steppes is hard but rewarding.

Summer 515 – Many dark omens reveal themselves. Cave paintings are discovered under Semele’s skin that depict early uses of magic and a strange silver chest appears outside the city. If one places a gift inside the chest and closes the lid, they receive something special in return.

Fall 515 – An outsider kills a member of the Watch. Tensions rise and foreigners are turned away, run off or treated poorly. Strange weather causes problems with the Zibri and children become sick as a result. A tree appears overnight in the center of Endrykas. It bears fruit that gives many Drykas visions. A velispar passes through the city which is cause for both alarm and reverence. Some slaves escape from their Zith captors and join the Drykas – they are nearly dead.

Winter 515 – A pool at Namak Springs glows purple and transports some Drykas to another plane. Pirates raid Endrykas. They are organized and highly skilled. Many die but many hundreds are taken not counting the livestock. The ships return later in the season but are met with fierce resistance and provide the Drykas with a much needed victory. The dead are buried and the missing are mourned but the city survived.

Spring 516 – Floods, heat waves and strange fog batter the moving city. A woman is found by the Underwatch and she leads a group of adventurers through the tunnels to a strip mine near Kenash. Whatever the purpose, the Drykas thwart the sinister forces and get some help when Semele opens up and swallows the mine. The adventurers return with several hundred slaves who had been forced to work at the mine.

Summer 516 – The season is marked by conflicts between those who are purists and those who support absorbing the slaves into the city. Fights, public outcries and subterfuge run rampant. There is trade with Syliras, a glassbeak attack and Ferem sends a small group to investigate the Itone ruins. The end of Summer is marked by tragedy when a pavilion and its business are burned to the ground.

Fall 516 – The season is unimaginably hot. The few rains that do break up the oppressive heat come with the baggage of Zith attacks. People are taken but the Drykas respond by forming a special group whose sole purpose is to combat evil. These volunteers come in all shapes and sizes but are formidable nonetheless. A strange howling fills an entire night then is gone and never heard again. The Drykas begin to return to a more spiritual life with public prayers and silent reverence for the gods.

Winter 516 - Plagued with large rain storms, the Drykas are met with an unusual hunt. The Vantha are being targeted in order to punish Morwen for not leaving her icy home. Jonas Pridesun returns from his self imposed exile with a large group of outsiders speaking of a dual god angering Zulrav, Semele, and the clergy that support them. As the hunt dies down, the gods have had enough and make an example of their power to all located at the Wind Knotted Gates causing the death of Jonas.

Spring 517 - The Drykas take some time from their normal routines to have some fun. The council decided to hold a triathlon for the people to participate in. Tempers between clans seem to calm down as the season progresses between the triathlon and the a market day where everyone gathers and sells their wares at the Wind Knotted gates. The animals still exhibit strange behavior as herds of different breeds begin to travel together

Summer 517 - Wild fires happen all over the summer grounds as a drought hits the land. Predator boldness causes the Drykas to stay close to the city. Women and children are kept within the city unless escorted by a male member of the pavilion to any of the few water sources still giving water. The Watch urge hunters to travel in groups in order to stay safe while amongst the grass. The warning does little to help when a strange sickness begins to effect animals and humans alike; beginning in the smaller farther out pavilions and slowly getting closer to the city.


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Endrykas Codex

Postby Prophet on May 30th, 2016, 6:38 pm


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Magic makes up an important role in the world of the Drykas. Without Webbing, the Drykas would not be able to thrive on the Sea of Grass. They use it for protection, communication, investigation as well as helping to keep track of their families and livestock. It is the single most important discipline in Drykas culture after riding a horse. The Watch require its members to be fluent in the art and every pavilion has at least one member who can access the web. Ankals teach it to their heirs and learning it is almost a rite of passage to some. There are several other disciplines which are commonly practiced like Glyphing and Auristics but almost every type of magic can be found somewhere in or around Endrykas.

Leeching is the one magic that is absolutely forbidden. If a Leecher is caught by the Drykas, he or she will be killed on sight.



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Endrykas Codex

Postby Prophet on June 16th, 2016, 2:00 am


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Bonding with a strider is what makes a man or woman a Drykas. One can be born into the culture but it isn't until this phenomenon takes place that he or she is accepted as part of the whole. It is a cause for great celebration and the only way to receive one's first windmarks.

The Bond


The bond is not magical. It is a connection of wills that is deeply emotional and highly spiritual. Many Drykas view their striders as family and often times above many of the people in their own pavilions. A strider is like a best friend and like much in Drykas culture, signs and body language make up a great deal of the communication between rider and mount. Every bond is different just as every person and each strider is unique. It cannot be stressed enough that aside from a wife or child, one's strider is the most important thing to a Drykas (there are some who place their strider above all else). A bond may happen at any time in one's life and it may happen more than once. This holds true for both strider and Drykas. Note: To lose one's strider is akin to losing a limb.

A Little Information About Striders & Horses


Striders are a magical race of horses given as a gift from Zulrav to the Drykas people. They are the fastest horses in all of Mizahar and have the ability to 'ghost' through the web. A strider under the lead of a capable rider can tap into the djed lines of the Web and travel at speeds up to sixty miles per hour. On top of being superior in speed, striders also maintain a level of intelligence similar to that of a teenager. That makes them one of the smartest and most intuitive animals in the Sea of Grass. Knowing these things makes it easy to understand that Drykas spend as much time as they can on the backs of these amazing creatures. Whether it's to go on a hunt or cross a hundred feet to visit with a neighbor, the people of the horse clans prefer to do everything from the comfort of their yvas.

Horse Sounds :
The Neigh or Whinny - A neigh sounds like a squeal followed by a nicker and is very loud. The term whinny is also used to refer to a neigh. Most often, a horse will whinny when surprised or upset. When a horse neighs with his head high, he is looking for other horses or people.

The Nicker - The nicker sound is produced when a horse creates a vibrating sound with his mouth closed using the vocal cords. When a horse nickers quietly, and moves toward a horse or person, he is saying "hello". When a horse nickers intensely and shakes his head, he wants to mate. When a nicker is much softer and quieter than a "hello" nicker, it's usually made by a mare to her foal.

The Blow - The blow sound is produced when a horse exhales through his nose with his mouth shut. A horse blows when it's curious, or when greeting another horse. When horses meet nose to nose and blow on each other, they are greeting each other. If the horses continue blowing gently followed by other actions such as nuzzling, they are friends. If one or both of the horses nip at the other, stomp their front feet, strike out, or squeal, it means they are enemies. When a horse blows at something he usually curious. If the horse relaxes all is well. If the horse tenses up or shies away, it senses danger.

The Snort - The snort sound is produced when a horse exhales through his nose with his mouth shut and produces a vibrating sound in the nostrils. Very often the horse holds his head up while snorting. When a horse snorts and stares at an object he is checking for danger.

The Squeal - A horse squeals with his mouth shut. When a horse squeals it means no.

The Scream
- A horse screams while fighting with another horse.


One final thing: Please be sure to roleplay your PC's riding skill appropriately.


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