Bre
SENIOR PHOENIX
[M:-805]
r & t & m & e & m
Posts: 815
|
Post by Bre on May 1, 2010 11:49:03 GMT -8
LIVING ON POHONO
Most of Pohono lives a simple life of agriculture. The colonists came to live a basic life, and that's what the people of Pohono have. Last names were forsaken by the first generation and all but a select few are either farmers or craftsmen. Technology is still remembered, but it receded from use by the thirtieth year. Little of what came on the colonial ship is left. The major towns are Itnala, Chydyn, and Sayaie. Each helps to rule over a section of the colonized continent, called the northern or Spiderland. Most decisions are democratic, but senior members of the community are generally allowed to govern for the most part. The idea of respecting your elders is ingrained deep into society of the Pohonians. Trade and barter is a common practice on Pohono, but small, printed wooden coins called diasks are also used for money.
The constant threat of xymokoxi has distinctly influenced the still developing culture of Pohono's budding society. For the most part, the people of Pohono are peaceful. There isn't much crime, only some violence, mostly domestic, and occasional bouts of thievery. However, children and even teenagers aren't to go out alone or after dark. No one leaves the safety of a settlement without being a part of a caravan or other group. The population of Pohono is small, being only about 60,000 people. An understanding of death has been taught to most of the generation of the planet's children at an early age, because it's hard enough to deal with the idea of the massacres that sometimes occur. Since the riders arrived, though, massacres are becoming less common, random attacks quickly becoming fair fights. Most people on Pohono are healthy.
Life in the eyrie is distinctly different from anywhere else on the planet. Even the people who live in the ground caverns to help the riders, the cooks and craftsmen and families who have sought the extra protection of the eyrie, experience a different way of living. Some areas of Pohono, mostly rural areas far outside the major settlements, have reverted back to stereotyping woman into traditional roles. The riders will not stand for this. There is a clear hierarchy and not everyone is treated exactly the same, but your position is defined by what you do and what rank you earn from what you do. The eyrie prompts an openness. Privacy isn't commonly that well respected. Having what most common folk might think of as a different sexuality simply makes you a part of the family. The eyrie is a bit eclectic, still growing and developing.
The riders, and thus the eyrie, is led by Phoenixes and Commanders. The Sr. Phoenix is the rider of the eldest gray. She has ultimate control of everything, her gray asserting her dominance if there is any question. The Sr. Commander is the rider of the black or red who catches the eldest gray when she flies to mate. Jr. Phoenixes are the riders of the eyrie's other grays. Jr. Commanders ride the blacks or reds who catch the junior grays in their flights. The Phoenixes generally handle domestic affairs like supplies and politics. Commanders generally handle the military and combat aspects of the eyrie. However, considering that the Sr. Phoenix leads the eyrie's watch squadron, it should not be thought that the Phoenixes don't fight. A Phoenix rules until her gray stops flying. A Commander rules until his male loses the ruling gray's flight.
Riders and their simourvs work in small squads of three or four. Each squad operates differently, partially depending on whether they guard one of the settlements or do sweeps, partially just because each squad is different. A watch or sweep captain runs each squad. The groups are close, working as one fighting unit and organizing schedules together. Different squads develop different formations and fighting techniques. Some captains choose to alternate weekly schedules or alternate watches between their riders. Some don't. Guard squads consist of a watch captain, a lieutenant, a day watch rider, and a night watch rider. However, the way each of these roles actually operate depends on the squad. Sweep squads operate entirely differently, not keeping watches but instead flying either together or apart on sweeps.
Candidates are those chosen to try to bond to simourvs. They live in the barracks and are trained under riders referred to as candidatemasters. They have chores and learn combat and basic skills needed for handling a simourv in preparation for the time when they might bond. Certain simourvs seem to like picking out candidates. You can't volunteer to be a candidate. You're selected. It's considered an honor. Winglets are the riders of simourvs that haven't yet reached adulthood. Clutches form classes, which are taught by a rider called a wingletmaster. They and their young simourvs are trained for combat and ridership as they grow, both sides of each pairing learning to work with each other. Winglet training lasts for eighteen months. Simourvs reach full physical development at that point, though not full sexual development.
|
|