Izendorn Gypsy Culture Packet: (HF)

(Please note that the In Game Gypsies are not to be confused with the Out of Game Romany. While inspiration has been drawn from their culture, that it is the end of the similarity.)

I. Overview:

The clans of Izendorn are similar to those you might find in the rest of Tyrra. In fact, there are several clans now considered native to Izendorn that originally were just traveling through. The gypsies of Izendorn seem outgoing to the other races and are often some of the best traveling entertainers.

II. History and Legends:

A. History:

The differing clans of the gypsies have wandered into Izendorn over several centuries. There are no recorded wars between the gypsy clans and no recorded wars with the other races. Due to their itinerant lifestyle, the gypsies were extremely helpful in finding the routes and hiding places of the Galadeen Raiders.

B. Legends:

During the Year of Winter 593, the gypsies were the ones who provided food to towns with not enough stores, like Sir Lanalor’s Keep. The Lonora clan is credited with having a store of jarred fruits and whole limes, which prevented illness. The Morus` clan is credited with teaching the ways of gathering winter vegetables from roadsides and hard soils. The Nurakosi clan is credited with providing grain to the people and flocks. Members of traveling clans now considered native to Izendorn as well, the Moonshadow, Nores` and Romanov clans provided dried meat and extra hands. The gypsies have traded on the goodwill from this episode to gain official permission to have permanent way-stops at many towns and a land grant for Belladonna’s Cavern.

III. Life:

A. Childhood:

Gypsy children are primarily the responsibility of their mothers but are raised by everyone in the caravan. After finished with nursing, the children begin learning survival on the road. As the years progress, each child learns a profession and the history of their individual clans. When children reach adulthood, they must take a test to become full members of their clan.

B. Marriage:

Each clan has its own marriage laws. In general, adults are allowed multiple spouses with the approval of their first spouse. Gypsies can marry out-clan or to bring a spouse in-clan only with the approval of their bandolier.

C. Government:

The Gypsy King of Izendorn is currently Papa Mikhail of the Nurakosi clan. The gypsy king is always chosen from the bandoliers of the clans currently in residence in Izendorn. These bandoliers meet in council and choose the king from among their own number. Another bandolier is chosen for the clan from whom the king was pulled. The king settles all inter-clan disputes and presides over the Kris. He also must travel with the companies of at least three different clans each year. The bandolier rules over individual clans, dealing with matters of teaching gypsy honor, marriage and adherence of the clan’s members to its laws. The major clans (and their colors) are Lonora (green and sky blue), Morus` (maroon and yellow), Nurakosi (orange and red), Moonshadow(pink and green), Nores` (gold and violet), and Romanov (emerald and black).

IV. Outlook:

The gypsies consider all other races outsiders to their culture who exist to provide entertainment and goods, through honest trade or through schemes. Honesty is strictly required with other gypsies, but not with the gaje who do not speak the true gypsy tongue.

V. Roleplaying and Izendorn Gypsy:

It is important to remember that family is the most important thing. Your clan is to be trusted first and to be the first priority. Next are the clan’s Didikai, non-gypsy traveling companions who have exhibited exceptional honor to the clan. Other gypsies are to be trusted next. Gaje are to be trusted little, if at all, and are generally taken on a case-by-case basis. Having said that, gypsies should have fun, entertaining themselves and others while sharing the hooch.

 

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