![]() It isn't easy to reach Endrykas. Upon entering the Sea of Grass, all that can be seen is simply miles upon miles of endless grasses and rolling hills. Even if a traveler walked for days in a straight line, it would have been impossible for him to know whether he had even moved at all. And in these dry meadows, in a land with very little water to speak of, surviving through it for any length of time is no less than a struggle, even without the added danger of Cyphrus' wildlife and roving predators, including large cats and the iconic glassbeaks.However, sizeable and well-prepared caravans with proper experience in the Cyphrus grasslands are not so helpless. Venturing seasonally to and from the moving city, they act as Endrykas' lifelines - providing wood, metal, spices, and a plethora of other resources that the Drykas cannot come by themselves. Veteran tradesman have learned to time their dealings with Endrykas, remembering the approximate times every year when the city is close enough to travel to. Surviving in Cyphrus is a skill honed to perfection - requiring both survival knowledge and combat expertise - but finding the city itself is in this endless expanse of prairies is another matter entirely. Fortunately, the guardians of Endrykas known as the Watch are always keeping vigil on their domain through the Web - an invisible network of threads laid out and utilized by Drykas Webbers. Caravans and familiar travelers are easily sensed through this web, along with any other outsiders including poachers and traveling slavers. Friends of Endrykas, well-meaning traveling parties, and trade caravans are warmly welcome into the city, and are usually intercepted by a traveling party of mounted Watchmen, ready to escort the caravans and hardy travelers back toward the city. Using the web to navigate back to Endrykas, caravans - trading and traveling - are allowed to settle alongside the outskirts of the city, and informed that it's imperative to keep moving as the city moves. The massive sprawl of pavilions, tents, and small tabernacles might easily appear to be chaos to any outsider. Just reaching the city was a feat, and now navigating the city is a difficult task. There are no roads, and no static "north" or "east" districts. Thin pillars of smoke rise above the city, which draws the only similarity between what looks more like a colossal camp or swap exchange, and a more traditional city. Nearly as numerous as the tattooed Drykas routing their way through the city are the horses fitted with the complicated-looking yvas, many of them even following their masters without being led on a rope. The conversation any outsider can manage to overhear is often in the native language - Pavi - which not commonly taught outside the city. Approaching from the chaos is a young Watchman, swaying with the Cyphrus Strider beneath him as if those hooves belonged to his own set of legs. Tipping his head toward you in a polite nod, wearing a cordial smile, he greets you in accented Common. "Ho, traveler," he says, slowing his horse to a stop with an easy tug of the yvas. "Welcome to Endrykas. If you're lost, I'll be happy to guide you to where you'd like to go. Tell me, what brings you all this way?" |

It isn't easy to reach Endrykas. Upon entering the Sea of Grass, all that can be seen is simply miles upon miles of endless grasses and rolling hills. Even if a traveler walked for days in a straight line, it would have been impossible for him to know whether he had even moved at all. And in these dry meadows, in a land with very little water to speak of, surviving through it for any length of time is no less than a struggle, even without the added danger of Cyphrus' wildlife and roving predators, including large cats and the iconic glassbeaks.



