The hippogryphs of Chalypsos are more omnivorous than the gryphons of Windsonde.  Because most hippogryphs lack the grasping forelimbs of gryphons, they typically hunt prey smaller than themselves.  Some hippogryphs work together to hunt large prey, and others are expert fishers.  They will also forage on a variety of fruits, vegetables, tubers, flowers and fungus, but hippogryph beaks cannot process grass or leaves.  Due to their more omnivorous nature, there is a different variety of birds available for hippogryph design than the birds available for gryphons.
Here is a MAP of Chalypsos!

The hippogryphs of Chalypsos are limited to the following birds:


The hind end of Chalypsos hippogryphs are limited to the following ungulates:

There are FOUR major Families of hippogryph on Chalypsos:
:bulletblue: The Hyppos - horse/bird hippogryphs.
:bulletblue: The Cirvanthe - deer/bird hippogryphs.
:bulletblue: The Kapprini - goat/bird hippogryphs.
:bulletblue: The Anthelos - antelope/bird hippogryphs.

ONLY NATURAL COLORS EXIST ON CHALYPSOS. There is greater bird variety on Chalypsos than Windsonde so you can find the right species for you if you want a naturally colorful design!
    NOTE: Some hippogryphs dye feathers and fur, but this color is applied with the beak, meaning it is imprecise and impossible to dye solid swaths of color. The dyes are also temporary and fade over the course of a week or two or are moulted/shed out.


Hippogryphs MUST have the following:
    :pointr:Ears
      Ears should be derived from whatever species of ungulate represents the hind end of your hippogryph

    :pointr:Feet
      Hippogryphs have four legs.  The hind legs must be based on your ungulate species and have hooves.  The forelegs can also be based on your ungulate species, or bird species.  Alternatively, they can be based on (more primitive ungulate feet), with a combination hoofed toe/bird toe design.  Please take care not to insert extra joints to your hippogryph's forelimbs whichever design you choose.

    :pointr:Wings
      Reasonably sized so that your hippogryph can fly.

    :pointr:Tail
      Your hippogryph can have an ungulate tail, bird tail, or combination of the two.

    :pointr:Eyes
      Avian style, not ungulate

    :pointr:Beak


Size:  Chalypsos hippogryphs are the approximate size of their ungulate species half, give and take 25% towards average (this means your giant draft horse hippogryph can be 25% smaller than a regular draft horse if you want, but not 25% larger, and your tiny water deer hippogyph can be 25% larger than a regular water deer but not 25% smaller).  There is more natural size variation between the hippogryphs of Chalypsos than the gryphons of Windsonde.


Families: One or both of your hippogryph's biological parents, if you decide to depict them, should have the traits (front end species and hind end species) of your hippogryph.  Members of different herds are capable of reproducing, but all hippogyphs should have traits from one or both of the parents; there NO blending of fore or hind-end species (it's one species of bird + one species of ungulate).  
    Example: A grouse/elk + bald eagle/horse could have the following babies:
      grouse/elk, bald eagle/horse, grouse/horse, bald eagle/elk

    :bulletblue:THE HERDS:bulletblue:

    Hyppos

    The Hyppos are masters of the open plains and fields.  Steady, loyal and honorable, this herd values the strength and health of the group above all things.  All are expected to contribute, but no member is left behind.  Hyppos band together to accomplish great tasks, such as felling trees or hunting large prey.  Though they are welcoming to members of other herds, they expect visitors to follow their code of contact and will present a unified front to drive out anyone who misbehaves until penance is made.  Due to their group strength, they have dominated the rich plains of Chalypsos since time immemorial.

    They have a close alliance with the Kapprini, who live on the mountains above Molochost Steppe and Medos Valley, and have permanent settlements on rocky outcroppings throughout Hyppos territory.  Because the Hyppos rarely travel far from the group, they rely on the Kapprini for information of the outside world and for goods that cannot be found in their lands.  In return, the Hyppos lend their strength to the Kapprini, and protect them.

    Most Hyppos are equine-based hippogryphs, though this strong herd has attracted many cervine, caprid, and antelope hippogryph immigrants over time.


    Kapprini

    The Kapprini are an obstinate, opportunistic herd.  Though they make their home in the Ankanthos, Zophos, and Biblion mountain ranges above Hyppos territory, they have colonies throughout the Hyppos steppes and travel widely throughout Chalypsos.  Kapprini are mentored from birth in self-sufficiency, herbal properties, geography, and barter techniques.  Many Kapprini learn a craft such as healing or woodworking, but the majority make their living as collectors and traders.

    Kapprini culture is marked by a deep respect for elders, and all traders pay a small tribute of goods to the Nanny Queen upon returning from a successful trip. These goods become part of the communal herd wealth and are used to negotiate with the other herds of Chalypsos.

    Kapprini work closely with the Hyppos herd.  Hyppos fell the wood Kapprini use for crafting, and defend Kapprini trade routes.  Many Kapprini even live with Hyppos families and adopt their customs.  Though they interact frequently with the Anthelos and Cirvanthe, they do not have the same respect for those herds as they do for the Hyppos.  The Kapprini consider themselves cleverer than the other herds of Chalypsos, though they are wise enough not to treat potential business partners with derision.

    The majority of Kapprini are goat and sheep-based hippogryphs, but there are a few cervine, equine, and antelope hippogryphs in their midst who switched allegiance to the Kapprini in adulthood, or whose parents immigrated from another herd.


    Anthelos

    The Anthelos are a nomadic herd.  They have no herd leader and no home territory, though they are bound by common values and mutual respect.  They roam across Chalypsos, sticking mainly to land unoccupied by the other herds.

    As a group, the Anthelos pride themselves on their ability to withstand harsh conditions and fend for themselves.  Anthelos live with their parents until their first successful solo hunt, after which they are considered adults and must follow their own path.  Anthelos tend to be solitary, but it is not uncommon for individuals to spend a season living among the Hyppos, Kapprini, or Cervanthe to glean knowledge from the other herds.

    Though they consider dependence on others a weakness, the Anthelos are dutiful in warning each other of hazards and resources.  These warnings take the form of symbolic art--such as stone stacking--left behind on their travels, which Anthelos learn to read and watch for when young.

    All Anthelos defer to a single Seer, born once in a generation, who can divine the presence of water.  The current Seer is Basir.  Anthelos will travel miles to seek the advice of the Seer at important milestones in their life.  Though they do not believe in any religious system, they make pilgrimage to their favorite henges at least once a year.  The Anthelos also have a certain reverence for the balance in nature's bounty...and cruelty.

    Almost all of the Anthelos are antelope-based hippogryphs.  Few Hyppos, Kapprini or Cervanthe ever choose to leave their herd lifestyle for the Anthelos's relatively unstructured and solitary existence.


    Cervanthe

    The Cervanthe herd dwells in the forests of Chalypsos and rarely leave their territory.  They treat outsiders with ambivalence, and often find it difficult to relate to the cultural norms of the other herds.  Unlike Hyppos, Kapprini and Anthelos, Cervanthe culture is dictated by the passing of seasons.

     

    In winter, known as Vinthern, the Cervanthe form a herd much like the Hyppos.  Everyone comes together for the lean, cold season, gathering under the oldest oak in the forest.  The Cervanthe trade stories, huddle around fires for warmth, and subsist on dried meat and fruit stored earlier in the year.  As a group, the Cervanthe are better able to defend themselves from the wolves, bears, and cougars that also dwell within their region--predators that may grow desperate enough during the winter to attack a lone hippogryph, despite the formidable beak and antlers.

    When the snow melts and flowers come into bloom, the Cervanthe part ways for a season of solitude and reflection.  Many of the Cervanthe travel far from home during this season, called Eiar, to explore the remote regions of Chalypsos.  Only the Stag King remains at the clearing of the Great Oak.  

    In summer, Theros, the herd draws together again for a time of bounty--and a time of industry.  Food is dried for winter, and much revelry and feasting is had.  An atmosphere of friendly rivalry grows in the herd as members compete in playful tests of strength, agility, and hunting prowess.

    Come autumn, the friendly rivalries of summer intensify into a time of violence and aggression known as Lekkrut.  Hormones rage in the adult cervine members of the herd.  Both male and female Cervanthe compete to gain potential paramours--and to establish status that will impact their share of food and position within the herd during winter.  Non-cervine members of Cervanthe therefore compete in Lekkrut as well, and being level-headed can sometimes make up for their lack of preternatural aggression.

    The majority of Cervanthe are deer-based hippogryphs but there are a few caprid, equine, and antelope hippogryphs in their midst who switched allegiance to the Cervanthe in adulthood, or whose parents immigrated from another herd.

    :bulletred:RELIGION:bulletred:

    The hippogryphs of Chalypsos follow a belief system tied strongly to the four seasons, each personified by a single deity.  Religious practices vary strongly by herd.  To the Cervanthe, the four deities are tangible, fallible entities that walk the land to visit with mortals.  To the Hyppos and Kapprini, they are concepts--ideals even.  The Anthelos view each deity as a distinct facet of life.


    Eiar

    Eiar is a goddess of tranquility, reflection, and water.  Each spring she brings renewing rains to Chalypsos to make the land green again.  The Cervanthe know her by her brilliant green eyes and brightly colored plumage.  Eiar is a peaceful goddess and grants visions to those who can find a moment of peace within themselves.  To the Hyppos and Kapprini, Eiar represents the new ideas that arise both from contemplation, and sudden strokes of genius.  To create something new or do something clever is to have "seen Eiar." For the Anthelos, Eiar represents the beginning of new life.  The Anthelos Seer's ability to divine the presence of water is considered symbolic of a close connection with Eiar.


    Theros

    The god of summer represents bounty and celebration.  Theros loves feasting, revelry, and competition.  He is the mate of Eiar and brother of Lekkrut.  Theros brings warmth and abundance to the land, helping the new life created by Eiar grow strong.  Theros and Lekkrut love to compete with each other; while Theros holds the lead, the land remains warm, sunny, and green.  The Cervanthe see him as golden-eyed, merry, and robust.  They offer up gifts to Theros, so he might remain as long as possible.  To the Hyppos and Kapprini, Theros represents community and cooperation, for these two things bring the most bounty and cheer.  To the Anthelos, Theros represents the vibrancy of life, particularly the beauty and good times.


    Lekkrut

    Lekkrut is the embodiment of fury, passion, and violence.  The red leaves of autumn are a sign his time has come.  He holds the highest importance to the cervine hippogyphs, who enter rut every autumn.  To the Cervanthe, the aggressive, frenzied emotions that overtake the herd are the direct influence of Lekkrut, who lends his strength to those he favors so they may win their battles.  He is always seen as antlered, with deep orange or red eyes.  Lekkrut is a powerful and unpredictable god who does not like to relinquish his hold on the world, but his mate Vinthern chills his fury to ensure the seasons move on.  To the Hyppos and Kapprini, Lekkrut represents impulsiveness, selfishness, and violence towards herdmates.  To the Anthelos, Lekkrut represents the violence with which all living things fight to remain alive.  Lekkrut is what lends an extra boost of strength when all seems lost.


    Vinthern

    The goddess associated with winter is a harsh teacher.  She is ambivalent to the sufferings of mortals, only bestowing her blessings on those who prove themselves worthy.  Winter's trials are what forced hippogryphs to master fire, learn to build simple shelters, and store food for lean times, thus elevating them above the other animals of Chalypsos.  To the Cervanthe, Vinthern takes many forms but is always marked by her white coloration and icy blue eyes.  She appears as a silent observer in times of danger, but her presence is not considered a bad omen; it is instead a challenge to overcome adversity and prove oneself to the goddess to earn her favor.  The Cervanthe consider Vinthern the mate of Lekkrut.  Her stoic demeanor calms Lekkrut's fury so the new year can begin.  To the Hyppos and Kapprini, Vinthern represents the ability to endure hardships and come out stronger and cleverer than before.  To the Anthelos, Vinthern represents the finality with which all life ends.

We're coming up on the final deadline (25 July 2015) for Grand Bazaar event images.  Check out the events folder to see all of the amazing images already completed!

rydicanubis's Skerry: Kelios and Piro
Ranya-Ni's Kelios: Skerry and Kareela
Wa-ya's Piro: Kareela and Skerry completed!
Azurolf's Kareela: Piro and Kelios completed!
Silenced-Dreams's Ceylon: Merrill and Milvus
Galadnilien's Merrill: Ceylon and Berraluth
Shadow-and-Flame-86's Milvus: Berraluth and Ceylon completed!
rydicanubis's Berraluth: Milvus and Merrill
FootyBandit's Giovanni: Tiercreind and Tencoyotzin completed!
kuroya-ken's Tiercreind: Giovanni and Aurora completed!
comixqueen's Tencoyotzin: Aurora and Giovanni completed!
bolthound's Aurora: Tencoyotzin and Tiercreind completed!
SleepyFoxes's Blight: Cadence and Valcauroch completed!
KestrelWings's Cadence: Blight and Leotie
Ciameth's Valcauroch: Leotie and Blight completed!
FootyBandit's Leotie: Valcauroch and Cadence completed!
Raicoh's Bellicose: Adoerak and Dom completed!
bolthound's Adoerak: Bellicose and Tafari completed!
Quisum's Dom: Tafari and Bellicose completed!
nekonotaishou's Tafari: Dom and Adoerak completed!

Also, congratulations to Shadow-and-Flame-86's Milvus for earning the distinction of the Carved Skull for the most impressive kill in the Queen's Hunt.  She can show off her skull at the Bazaar if she likes, and a special image of Queen Maud presenting the award will be forthcoming.
Here are all the participants and their partners for the Grand Bazaar!  Update: Azurolf's Kareela should be paired with Piro and Kelios, not Ceylon and Kelios.  Ceylon's name was accidentally typed in Piro's spot, leaving Piro paired with only one person and Ceylon with three.  Sorry about the mix up!

rydicanubis's Skerry: Kelios and Piro
Ranya-Ni's Kelios: Skerry and Kareela
Wa-ya's Piro: Kareela and Skerry
Azurolf's Kareela: Piro and Kelios
Silenced-Dreams's Ceylon: Merrill and Milvus
Galadnilien's Merrill: Ceylon and Berraluth
Shadow-and-Flame-86's Milvus: Berraluth and Ceylon
rydicanubis's Berraluth: Milvus and Merrill
FootyBandit's Giovanni: Tiercreind and Tencoyotzin
kuroya-ken's Tiercreind: Giovanni and Aurora
comixqueen's Tencoyotzin: Aurora and Giovanni
bolthound's Aurora: Tencoyotzin and Tiercreind
SleepyFoxes's Blight: Cadence and Valcauroch
KestrelWings's Cadence: Blight and Leotie
Ciameth's Valcauroch: Leotie and Blight
FootyBandit's Leotie: Valcauroch and Cadence
Raicoh's Bellicose: Adoerak and Dom
bolthound's Adoerak: Bellicose and Tafari
Quisum's Dom: Tafari and Bellicose
nekonotaishou's Tafari: Dom and Adoerak

Each character is paired with two other characters.  Your event image can include additional characters if you wish, but the focus should be on you and your two partners.  The deadline for the event image is July 1.  Since there were no submissions to the Queen's Hunt, the deadline for participation will be extended to June 5th.  See the original Grand Bazaar journal for details.

EVENT ROLEPLAY TONIGHT! 5-9PM Pacific Standard Time
SATURDAY: 11AM-2PM Pacific Standard Time
SUNDAY: 8PM-12AM Pacific Standard Time
Once a year, Grandesque hosts a Grand Bazaar open to all the aeries.  For one busy week, merchants from Grandesque, Twistoult and even Skrekrill set up camps just north of Maffickar Lake to show their wares.  Hunters come from far and wide to sell food to the hungry throng, and curious onlookers gather to socialize, shop, and feast.  

Though outright hostility between the aeries is taboo at the bazaar, competition between some of the merchants is intense and a few individual fights always break out.  Roving gangs are drawn to the anonymity of the crowd and frequently cause trouble at the fringes of the event.  Large numbers of Grandesque Balach are commissioned to keep the peace by Queen Titania, who overlooks the event from a spacious cliffside cavern at the north of the bazaar.  The Queens’ Cavern is freely open to Tulkiina and Maud by tradition, and any gryphon lucky enough to receive a direct invitation from royalty.  But it is not the only exclusive location at the event!

At the center of the Grand Bazaar is the Jeweler’s Gathering--a natural dais where all the merchants selling gems, crystals, adornments and trinkets of beauty set up their wares.  The wealthy and fashionable from all  aeries congregate on the dais to flaunt their artful accessories and feathers dyed to impress.

A very different atmosphere can be found in the fens at the eastern edge of the bazaar.  There, less savory types sell strange botanical concoctions, potions of ill repute, and contraband human goods.  The fens exist on the outskirts of the event, and are rarely patrolled by the Balach...some of whom are bribed to stay away.

At the southernmost edge of the bazaar, young gryphons gather at the water’s edge to splash, play, and hunt for shellfish and crawdads they can roast and trade to hungry merchants in exchange for trinkets.  Some of the older youngsters work as errand runners for merchants confined to their wares, trading messages and fetching food and water.  Occasionally, more patrician gryphons will send youngsters into the fens to fetch goods they don’t want to be seen purchasing themselves.

The shore of Maffickar Lake is also where Queen Tulkiina hosts a bonfire every evening at sundown.  Unlike the Queens’ Cavern, the bonfire is open to all who wish to attend.  The finest Twistoult storytellers weave their magic with help from smokes and sparking powders, entertaining young and old alike.  Singers and musicians rouse the crowd with popular and regional ballads.

At the end of the week, Queen Titania and Queen Maud each award distinctions to the finest hunters at the bazaar.  Queen Titania bestows a delicate crown of vertebrae to whomever has brought her the choicest morsel, while Queen Maud gives a carved skull to the gryphon with the most impressive kill.  Wearing a crown of vertebrae or the carved skull of years past is a sure guarantee a hunter will do good business at the Grand Bazaar.

Though the commerce is the primary draw, the Grand Bazaar is also an opportunity to make new friends, even friends from very different walks of life.  Most of the merchants, craftsgryphons, hunters and healers are on good terms with each other and enjoy discussing their trade--and their adventures since last year!  The Grand Bazaar is also a neutral ground where established friends from rival aeries can meet in peace and enjoy each others company.
   


Participation in the Grand Bazaar is open to all members.  There will be no distinction between young gryphon and adult gryphon activities.  Since the Grand Bazaar is first and foremost a bustling social event, all participants will be paired with two other partners!   You will draw your character interacting with your two partners at the event.  Special Grand Bazaar roleplay nights will take place May 22, 23, and 24 at the usual times, but you do not need to participate in chat roleplay to participate in the event, and your image can depict whatever bazaar activities you choose.  

To sign up, comment on this blog with your gryphon’s name.  You may sign up with more than one character, but you will need to do a separate image meeting Windsonde’s quality standards for each.  The deadline for signup is May 21, partners will be announced May 22, and images will be due July 1.  If your gryphon is a hunter or fisher by trade and wishes to compete for the crown of vertebrae or carved skull, please submit an image depicting your character hunting the quarry they will present to the Queens by May 21.  The image should include the words Queens' Hunt somewhere in the title and can be submitted to the Events folder.  Due to the time constraints, the image does not need to include a full background but should otherwise meet all group standards.  The hunt winners will be selected for creativity and storytelling, and will be notified by May 22 so they can include the award in their Grand Bazaar image if they wish.  You must participate in the Grand Bazaar to participate in the hunt.
Hello Windsonders!

The challenge system has been altered slightly for the better! Instead of completing three challenges in a set order, you now get to choose your own order. Additionally, we've added three new challenges to each aerie's Young and Adult categories (including Tookie Island), so there are now a total of six challenge prompts to choose from!

Have fun!

And remember, Windsonde's chat roleplay schedule will be Friday 5-9 PM, Saturday 11 AM-2 PM and Sunday 8 PM-12 AM.  (All times listed in Pacific Standard Time.) Chatroom roleplays will not always have an admin present, so group members may begin whenever they feel like/whenever others arrive and pick a setting of their choice from the map.

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