Post by Bacchante on Sept 2, 2011 16:01:14 GMT -5
The Weyr
The Riders
The Rider's Greeting
A meeting between two of Skrull Island Weyr holds many nuances that signify to onlookers many important facts about the relationship of the pair. The action is simple, raising one's arm and pressing the wrists together. However the action itself can be done in different ways.
Leading with the right is traditional, as it shows respect for the person you greet. To lead with the left is to mark disdain or anger with the person you greet, and often done to those who have fallen out of favor. Traditionally the greeting is offered by the person entering, and no spoken introduction is made beforehand. If you do not offer you show the highest disrespect, equal only to that given by refusing to acknowledge a greeting.
Further emotion is conveyed by the hands. To have one's hand a fist denotes lower rank and an open palm higher. The palm also, whether open or closed, faces toward whom you greet if they are not of the same group as you. This is most often used when greeting those of a different weyr, or no weyr altogether. The idea is that the outward palm is meant to signify peaceful intent.
The Weyrfolk
Status
At the forefront of every mind in Skrull Island Weyr is the concept of status. The Rider's have it easy. Theirs is a simple pyramid: Weyrleader(s), Shade Council, Wingleaders, Wingseconds, Seniority. Not so for the Weyrfolk. While actual rank in one's on profession is important, so too is your importance compared to other branches. A Master Stonecarver considers himself higher in status than a Novice Mason, but the Master Mason is higher still than the Master Stonecarver.
But simple value of service is not enough. One's only personal skill relative to others of similar position adds status. Losing face for indiscretion or punishment removes it. Having a unique capability or some specific great work attributed to you adds it. Time spent away from the Weyr decreases it. Being patroned by high-ranking people adds it. And so on and so on.
All this jockeying for power is, in fact, completely invisible. Nobody ever mentions out loud where they think they are, though it can reflect in their actions. For the most part, every person in the Weyr is confident that they are unique, indispensable and higher status than everyone else.
Schooling
For those born of the Weyr, general schooling is the norm. From age five, the children spend every day in the Harper Hall at Skrull, learning. They are taught basic mathematic skills, how to read and write the common words, about their history and culture as well as a variety of other useful things. They spend the last year rotating in small groups between the different Halls in the Weyr, spending miniature apprenticeships there to see if they have a feel for that skill. Once they turn twelve, they may request to be sent to the main Hall on Skrull for training, with the exception being Stonemasons and Stonecarvers; as their Holds are in the Weyr.
Before the child makes the choice, they are tested by a dragon. If they are Searched successfully, they have a second option: To enter into rider training. The Rider course is four more years and covers aerial tactics, flag signals, breed identification as well as maintenance and care for each of Skrull's breeds. This way, no matter what they Impress to, they already know exactly what they need to know meaning as soon as the dragon is large enough to fly, they can go into active duty.
There is, however, a third option. Should a Candidate wish to go and experience the world before becoming a Rider they are free to do so. This does, however, come with drawbacks. They must still go through the training, though perhaps faster than usual if they are skilled, and must still past their 'final exam' as it were, which can be tough. They are also given a lower precedence during hatchings: With the candidates being brought out in order of age.
The Festival of the Egg
A Grand Festival
Because the nature of the eggs laid by the Wraiths, the Hatching is a very regular event on Skrull and one with great ceremony attached to it. Over the centuries, it has changed from a simple hour-long ceremony into a multi-day festival that draws visitors from all over the isle. Empty rooms are let out to prestigious guests, while the remainder sleep in dormitories or in tents pitched on the Ledges. For the three days it lasts, the population of the Weyr can temporarily grow to triple its normal size. This is the, incidentally, only time of year that guard rails are installed on the Ledges.
Competition
The first day is given up to competitions of all sorts, the most important being the Test of Knowledge in the early morning. Candidates will know if they passed or failed within an hour of sitting it, and thus have cause to either celebrate for the rest of the event or to drown their sorrows. Afterwards, many a contest is held, normally on the First Level. While the dangerous area of the Sands is blocked off by wooden barricades and watchful riders, the remaining area can still be used.
The normally empty Craft Halls at the bottom are also put to use, as one of the main factors is a competition between practitioners of all Crafts. Only one runs at a time, with the exception being the Harper's Challenge which runs all day. The Harpers gather around the edges of the First Level and try and draw the largest possible crowd to them. Responsible for these contests is the Weyrleader and Weyrwoman, who decide on the parameters for the contest. For example: They tell the Stonecarvers what they will be carving, and judge the entries. Three different contests will run at any one time for any one craft, but in the same place: One for Apprentices, one for Journeymen, one for Masters.
Merriment
Stalls are set up on the sand around actual Sands: The only area designated for Hatching is right in the middle, where the eggs are buried. This area is cordoned off, as extensive testing has determined the maximum distance an unhatched egg can sense its potential rider. Nevertheless, the guards keep people a distance from the barricade. As for the rest of the sands, traders hawk their various wares from across the isle and people dance and laugh and sing to the accompaniment of the Harper's Challenge. Drink is free flowing and plentiful.
Notably, because the Weyr is the host this is one of the few times when Holdfolk will put up with obvious homosexual activity. Indeed, it is completely accepted during the festival. Whether this is due to the presence of many, many grumpy looking riders is up to debate.
Trial of Glory
Despite the name, this is not actually one of the Trials. It is a contest of strength, ostensibly for riders but one which any can enter. The correct definition would probably be 'Tournament'. Anyone can enter, although there are separate sections for male and female combatants. The rules are very simple: Black sand is laid down in a circle, within which are the contestants. The first to leave that circle loses. No weapons are allowed, and no garb beyond that which is necessary to preserve modesty.
The result is a combination brawl and wrestling match. Continuation is determined by a simple single-elimination. All those in the lowest bracket fight their matches first, moving immediately to the next bracket. This makes the subsequent fights a test of stamina as much as strength. The final 'victor' is given a half-hours grace before he is allowed to challenge the current champion. The prizes for coming first, second and third before the champion bout is the right to go on to the Sands in the order of first, third and fifth. If the champion is defeated, they may step upon the Sands that very day.
The champion is defeated approximately once in a generation.
The Hatching
Finally, it is time for the actual Hatching. The barricades are moved back in the morning, the canvas roof removed so people can watch the riders unearth and arrange the eggs: With groups of the same type of egg placed together. The Wraith egg, if there is one, goes in the middle. Ghosts to the North, Shades to the South, Greens to the East, Blues to the West. Then, at midday, the candidates are allowed to step on to the Sands one by one.
The order determined in a simple manner: The winner of the Trial of Glory, followed by the candidate with the best Trial of Knowledge answers, followed by the runner up of the Trial of Glory and so on. It alternates until no more Trial of Glory candidates are left, then goes in the order of the Trial of Knowledge. This is due to the fact that not all the candidates will take part in the Trial of Glory.
But, before the standard Hatching, is the Wraithegg. Rather than one by one, every candidate is allowed in. The entrances to the enclosure are on the diagonal compass axes; North-West, North-East and so on. They walk in single file in from the South-West, circle widdershins and then exit through the North-West . Exiting because, for the past century, no candidate has Impressed the Wraith
Afterwards comes the real candidates. Traditionally, the Northern entrances are exit only and the Southern are entrance only. For reasons long forgotten, the South-East and North-West are the arches of Glory with the other pair being the arches of Knowledge. Depending on which alternation you are on, you enter through one and exit through the other. It is exceedingly rare that a candidate who passes all the trials fails to Impress but, if it happens, it is not considered shameful. They are met with great sympathy and sorrow when they exit.
The Holds
Ring Mount
Lord Holder
The nature of this hold makes the position of 'Lord Holder' all but immaterial. Since it takes a day on foot to travel from one side to the other and quality runners are of low frequency, his only real job is to coordinate what the farms grow for the next season based on the demands of the Weyr. He is required to have encyclopedic knowledge of his subjects, the states of their farms and their own particular skills.
Rather than the traditional method, of being passed through heredity, this hold votes. When the old Lord Holder either dies, or becomes too infirm or soft-brained to fulfill his duties, every landowner gathers to vote for a new one. The winner is not, however, the one with the most votes but rather the majority. So, in every ballot the candidate with the least votes is eliminated and a re-vote is had. This takes, normally, about a week.
Life
Generally life is pretty sedate at Ring Mount. People their mornings and evenings weeding and tending the crops. Between times they take up intellectual pursuits. Out of all the Holds, this one produces the most artists due to their inordinate amount of free time. It is also not uncommon for neighbouring farms to get together for the midday meal, taking it in turns to cook.
Harvests occur once a season, as no Holdman will ever not be growing something: With most having at least four different crops going at once whenever possible. After the harvest session, two to five days due to variability of growth, there is a three day long celebration held at the Lord Holder's stead: One day to arrive, one day to party, one day to work off hangovers and return home. Farmers bring their food tithes to the gathering, and receive planting orders for the next season. Planting occurs the day after the return home.
Schooling
This is more informal in Ring Mount, as the kids are needed to work the fields from a young age and they learn most of their skills there. Before they're old enough to do so they're taught their basic letters and numbers, and tend to learn more in the evenings during their relaxation time. Ironically, the farmers of Ring Mount tend to be far more learned and poetic than the relatively cosmopolitan people of Skrull Coast, as they have all evening to read and talk.
East Steppe
Lord Holder
At East Steppe, there is no Lord Holder. Given the lack of permanent residents, things are simply overseen by the Master Woodsman in the absentee periods and each individual operation overseen by the Master Craftsman appropriate to it during the other season. Overall, this works out well for them.
Life
The smallest, largest, most deserted and most populous hold of all. In terms of people, it is tiny. In terms of physical size, it is massive. In terms of permanent residents, it is minuscule. In terms of temporary, it is massive. East Steppe is, unarguably, a seasonal hold. The only truly stationary residents are the woodcutters, who plant and cut and carve and shape all year round. They tend the village itself while the rest are away.
All the other 'residents' live in either of the other two holds, or even in the Weyr itself. They return for a few weeks once a year for the great drove. Massive groups of Herdbeasts and Woolbearers roam the steppes to the North and West of the hold, moving constantly to avoid depleting the supply of flora. They return for the slaughtering and shearing, arriving at the same time as the deluge of people. For two to three weeks it is a flurry of activity, with cutting and trimming and all other sorts of things going on. Then everything except that which the Herder's and Sawyer's require is shipped out to the Weyr and other Holds.
Schooling
Similarly to Ring Mount, school is rather informal. The Woodsmen teach their own, obviously, but it's different for the Herders. Liaisons between two Herders with the same type of animal are rare, as it is difficult to separate two nigh-identical herds. But the Steppes get lonely, and it's not uncommon for a Woolbearer flock and a Herdbeast herd to spend the night munching grass together while their masters have fun in their tent, regardless of gender.
In some cases this produces children. The woman normally has the child, raises it during the young years and teaches it basic skills. She passes it on to the father to bond, and learn about herding. The child may, in later life, choose to take over one of his parents' groups or to simply move on to bigger and better things.
Skrull Coast
Lord Holder
Skrull Coast's Lord Holder serves as both a dispute court and shipping manager. He has to coordinate shipments of goods to and from the other Holds and the Weyr, as well as listen to disputes over unfair trading practices. It's a painful, boring job with little to recommend it except that it comes with a guaranteed salary and no physical labor.
Nonetheless, the Lord Holder picks a Master Craftsman unrelated to him at the end of his ten-year 'term' and the position is passed, thankfully, on to them.
Life
The most strenuous and active of all the holds, at least in terms of regularity. Skrull Coast maintains orchards for fruit, vineyards for wine, cotton fields to supplement the yearly wool deluge and a bustling fishing trade. Fishermen, Weavers, Farmers, Vinters and more make their home here. The Fishermen tend to all double-major, as it were, in butchery of land-based animals. A peculiarity of Skrull's climate is that, during summer, the tides become quite irregular and fishing effectively becomes nigh-impossible. Thus, the reason that the yearly home-drove is at this time.
Skrull Coast, since the reemergence of Skrull, is also the one most active in terms of world trading. Due to the policy of the Weyr, no traders are actually allowed on to Skrull Island itself. There is, however, a trading post on an island with thick jungle three day's travel due south. Merchantmen travel to and from other ports directly, but all foreigners are directed there. A small Hold-like structure is maintained there, to assist the fiction that the Weyr is really there. Trading with foreigners occurs there.
Schooling
Skrull Coast has its own formal school, modeled after the Weyr's system exactly. As such, children of Skrull Coast are Searched at twelve, just like those of the Weyr, and have the same choices. Most tend to choose to go straight to the Weyr.
The People
Socialising
Social actions and interactions are important. Hold's are, for the most part, very faction-oriented. The Fishermen like the Fishermen, the Legume Specialists prefer themselves to the Fruit Growers and so on. Fraternization isn't forbidden, or even resented, but like groups tend to gravitate to like groups. Children and teenagers tend to be the exception, not the rule, but as they age will find themselves having more and more in common with certain peer groups as dabbling in multiple fields is almost unheard of.
The people of Skrull Island have a great sense of propriety. Certain things are simply not said or done in public. An example is sexuality. It is considered impolite to even mention topics of sexual nature outside of one's own home, and even then it is often considered to be very bad form outside of a few specific situations such as between close friends, or in the form of discussing problems. Teenagers are, of course, expected to push the absolute boundaries of what is reasonable or proper and as such aren't often disciplined for youthful escapades. Promiscuity is ignored so long as it isn't open, and people are expected to settle down around about eighteen or so, often when they marry.
A problem facing the Holds, however, is that of sexuality. In most Weyrs, bisexuality or homosexuality are both considered normal and reasonable, mostly due to the nature of Greens. In Holds, however, it is treated more as an unfortunate personality quirk. Discrete trysts or liaisons are ignored, but prolonged and open relationships tend to draw ire from one's peers and seniors. Although open confrontation about the issue would be rare, it is not uncommon for homosexual partners to move to the Weyr rather than face the incredibly passive-aggressive protests about their chosen lifestyle.
The Riders
The Rider's Greeting
A meeting between two of Skrull Island Weyr holds many nuances that signify to onlookers many important facts about the relationship of the pair. The action is simple, raising one's arm and pressing the wrists together. However the action itself can be done in different ways.
Leading with the right is traditional, as it shows respect for the person you greet. To lead with the left is to mark disdain or anger with the person you greet, and often done to those who have fallen out of favor. Traditionally the greeting is offered by the person entering, and no spoken introduction is made beforehand. If you do not offer you show the highest disrespect, equal only to that given by refusing to acknowledge a greeting.
Further emotion is conveyed by the hands. To have one's hand a fist denotes lower rank and an open palm higher. The palm also, whether open or closed, faces toward whom you greet if they are not of the same group as you. This is most often used when greeting those of a different weyr, or no weyr altogether. The idea is that the outward palm is meant to signify peaceful intent.
The Weyrfolk
Status
At the forefront of every mind in Skrull Island Weyr is the concept of status. The Rider's have it easy. Theirs is a simple pyramid: Weyrleader(s), Shade Council, Wingleaders, Wingseconds, Seniority. Not so for the Weyrfolk. While actual rank in one's on profession is important, so too is your importance compared to other branches. A Master Stonecarver considers himself higher in status than a Novice Mason, but the Master Mason is higher still than the Master Stonecarver.
But simple value of service is not enough. One's only personal skill relative to others of similar position adds status. Losing face for indiscretion or punishment removes it. Having a unique capability or some specific great work attributed to you adds it. Time spent away from the Weyr decreases it. Being patroned by high-ranking people adds it. And so on and so on.
All this jockeying for power is, in fact, completely invisible. Nobody ever mentions out loud where they think they are, though it can reflect in their actions. For the most part, every person in the Weyr is confident that they are unique, indispensable and higher status than everyone else.
Schooling
For those born of the Weyr, general schooling is the norm. From age five, the children spend every day in the Harper Hall at Skrull, learning. They are taught basic mathematic skills, how to read and write the common words, about their history and culture as well as a variety of other useful things. They spend the last year rotating in small groups between the different Halls in the Weyr, spending miniature apprenticeships there to see if they have a feel for that skill. Once they turn twelve, they may request to be sent to the main Hall on Skrull for training, with the exception being Stonemasons and Stonecarvers; as their Holds are in the Weyr.
Before the child makes the choice, they are tested by a dragon. If they are Searched successfully, they have a second option: To enter into rider training. The Rider course is four more years and covers aerial tactics, flag signals, breed identification as well as maintenance and care for each of Skrull's breeds. This way, no matter what they Impress to, they already know exactly what they need to know meaning as soon as the dragon is large enough to fly, they can go into active duty.
There is, however, a third option. Should a Candidate wish to go and experience the world before becoming a Rider they are free to do so. This does, however, come with drawbacks. They must still go through the training, though perhaps faster than usual if they are skilled, and must still past their 'final exam' as it were, which can be tough. They are also given a lower precedence during hatchings: With the candidates being brought out in order of age.
The Festival of the Egg
A Grand Festival
Because the nature of the eggs laid by the Wraiths, the Hatching is a very regular event on Skrull and one with great ceremony attached to it. Over the centuries, it has changed from a simple hour-long ceremony into a multi-day festival that draws visitors from all over the isle. Empty rooms are let out to prestigious guests, while the remainder sleep in dormitories or in tents pitched on the Ledges. For the three days it lasts, the population of the Weyr can temporarily grow to triple its normal size. This is the, incidentally, only time of year that guard rails are installed on the Ledges.
Competition
The first day is given up to competitions of all sorts, the most important being the Test of Knowledge in the early morning. Candidates will know if they passed or failed within an hour of sitting it, and thus have cause to either celebrate for the rest of the event or to drown their sorrows. Afterwards, many a contest is held, normally on the First Level. While the dangerous area of the Sands is blocked off by wooden barricades and watchful riders, the remaining area can still be used.
The normally empty Craft Halls at the bottom are also put to use, as one of the main factors is a competition between practitioners of all Crafts. Only one runs at a time, with the exception being the Harper's Challenge which runs all day. The Harpers gather around the edges of the First Level and try and draw the largest possible crowd to them. Responsible for these contests is the Weyrleader and Weyrwoman, who decide on the parameters for the contest. For example: They tell the Stonecarvers what they will be carving, and judge the entries. Three different contests will run at any one time for any one craft, but in the same place: One for Apprentices, one for Journeymen, one for Masters.
Merriment
Stalls are set up on the sand around actual Sands: The only area designated for Hatching is right in the middle, where the eggs are buried. This area is cordoned off, as extensive testing has determined the maximum distance an unhatched egg can sense its potential rider. Nevertheless, the guards keep people a distance from the barricade. As for the rest of the sands, traders hawk their various wares from across the isle and people dance and laugh and sing to the accompaniment of the Harper's Challenge. Drink is free flowing and plentiful.
Notably, because the Weyr is the host this is one of the few times when Holdfolk will put up with obvious homosexual activity. Indeed, it is completely accepted during the festival. Whether this is due to the presence of many, many grumpy looking riders is up to debate.
Trial of Glory
Despite the name, this is not actually one of the Trials. It is a contest of strength, ostensibly for riders but one which any can enter. The correct definition would probably be 'Tournament'. Anyone can enter, although there are separate sections for male and female combatants. The rules are very simple: Black sand is laid down in a circle, within which are the contestants. The first to leave that circle loses. No weapons are allowed, and no garb beyond that which is necessary to preserve modesty.
The result is a combination brawl and wrestling match. Continuation is determined by a simple single-elimination. All those in the lowest bracket fight their matches first, moving immediately to the next bracket. This makes the subsequent fights a test of stamina as much as strength. The final 'victor' is given a half-hours grace before he is allowed to challenge the current champion. The prizes for coming first, second and third before the champion bout is the right to go on to the Sands in the order of first, third and fifth. If the champion is defeated, they may step upon the Sands that very day.
The champion is defeated approximately once in a generation.
The Hatching
Finally, it is time for the actual Hatching. The barricades are moved back in the morning, the canvas roof removed so people can watch the riders unearth and arrange the eggs: With groups of the same type of egg placed together. The Wraith egg, if there is one, goes in the middle. Ghosts to the North, Shades to the South, Greens to the East, Blues to the West. Then, at midday, the candidates are allowed to step on to the Sands one by one.
The order determined in a simple manner: The winner of the Trial of Glory, followed by the candidate with the best Trial of Knowledge answers, followed by the runner up of the Trial of Glory and so on. It alternates until no more Trial of Glory candidates are left, then goes in the order of the Trial of Knowledge. This is due to the fact that not all the candidates will take part in the Trial of Glory.
But, before the standard Hatching, is the Wraithegg. Rather than one by one, every candidate is allowed in. The entrances to the enclosure are on the diagonal compass axes; North-West, North-East and so on. They walk in single file in from the South-West, circle widdershins and then exit through the North-West . Exiting because, for the past century, no candidate has Impressed the Wraith
Afterwards comes the real candidates. Traditionally, the Northern entrances are exit only and the Southern are entrance only. For reasons long forgotten, the South-East and North-West are the arches of Glory with the other pair being the arches of Knowledge. Depending on which alternation you are on, you enter through one and exit through the other. It is exceedingly rare that a candidate who passes all the trials fails to Impress but, if it happens, it is not considered shameful. They are met with great sympathy and sorrow when they exit.
The Holds
Ring Mount
Lord Holder
The nature of this hold makes the position of 'Lord Holder' all but immaterial. Since it takes a day on foot to travel from one side to the other and quality runners are of low frequency, his only real job is to coordinate what the farms grow for the next season based on the demands of the Weyr. He is required to have encyclopedic knowledge of his subjects, the states of their farms and their own particular skills.
Rather than the traditional method, of being passed through heredity, this hold votes. When the old Lord Holder either dies, or becomes too infirm or soft-brained to fulfill his duties, every landowner gathers to vote for a new one. The winner is not, however, the one with the most votes but rather the majority. So, in every ballot the candidate with the least votes is eliminated and a re-vote is had. This takes, normally, about a week.
Life
Generally life is pretty sedate at Ring Mount. People their mornings and evenings weeding and tending the crops. Between times they take up intellectual pursuits. Out of all the Holds, this one produces the most artists due to their inordinate amount of free time. It is also not uncommon for neighbouring farms to get together for the midday meal, taking it in turns to cook.
Harvests occur once a season, as no Holdman will ever not be growing something: With most having at least four different crops going at once whenever possible. After the harvest session, two to five days due to variability of growth, there is a three day long celebration held at the Lord Holder's stead: One day to arrive, one day to party, one day to work off hangovers and return home. Farmers bring their food tithes to the gathering, and receive planting orders for the next season. Planting occurs the day after the return home.
Schooling
This is more informal in Ring Mount, as the kids are needed to work the fields from a young age and they learn most of their skills there. Before they're old enough to do so they're taught their basic letters and numbers, and tend to learn more in the evenings during their relaxation time. Ironically, the farmers of Ring Mount tend to be far more learned and poetic than the relatively cosmopolitan people of Skrull Coast, as they have all evening to read and talk.
East Steppe
Lord Holder
At East Steppe, there is no Lord Holder. Given the lack of permanent residents, things are simply overseen by the Master Woodsman in the absentee periods and each individual operation overseen by the Master Craftsman appropriate to it during the other season. Overall, this works out well for them.
Life
The smallest, largest, most deserted and most populous hold of all. In terms of people, it is tiny. In terms of physical size, it is massive. In terms of permanent residents, it is minuscule. In terms of temporary, it is massive. East Steppe is, unarguably, a seasonal hold. The only truly stationary residents are the woodcutters, who plant and cut and carve and shape all year round. They tend the village itself while the rest are away.
All the other 'residents' live in either of the other two holds, or even in the Weyr itself. They return for a few weeks once a year for the great drove. Massive groups of Herdbeasts and Woolbearers roam the steppes to the North and West of the hold, moving constantly to avoid depleting the supply of flora. They return for the slaughtering and shearing, arriving at the same time as the deluge of people. For two to three weeks it is a flurry of activity, with cutting and trimming and all other sorts of things going on. Then everything except that which the Herder's and Sawyer's require is shipped out to the Weyr and other Holds.
Schooling
Similarly to Ring Mount, school is rather informal. The Woodsmen teach their own, obviously, but it's different for the Herders. Liaisons between two Herders with the same type of animal are rare, as it is difficult to separate two nigh-identical herds. But the Steppes get lonely, and it's not uncommon for a Woolbearer flock and a Herdbeast herd to spend the night munching grass together while their masters have fun in their tent, regardless of gender.
In some cases this produces children. The woman normally has the child, raises it during the young years and teaches it basic skills. She passes it on to the father to bond, and learn about herding. The child may, in later life, choose to take over one of his parents' groups or to simply move on to bigger and better things.
Skrull Coast
Lord Holder
Skrull Coast's Lord Holder serves as both a dispute court and shipping manager. He has to coordinate shipments of goods to and from the other Holds and the Weyr, as well as listen to disputes over unfair trading practices. It's a painful, boring job with little to recommend it except that it comes with a guaranteed salary and no physical labor.
Nonetheless, the Lord Holder picks a Master Craftsman unrelated to him at the end of his ten-year 'term' and the position is passed, thankfully, on to them.
Life
The most strenuous and active of all the holds, at least in terms of regularity. Skrull Coast maintains orchards for fruit, vineyards for wine, cotton fields to supplement the yearly wool deluge and a bustling fishing trade. Fishermen, Weavers, Farmers, Vinters and more make their home here. The Fishermen tend to all double-major, as it were, in butchery of land-based animals. A peculiarity of Skrull's climate is that, during summer, the tides become quite irregular and fishing effectively becomes nigh-impossible. Thus, the reason that the yearly home-drove is at this time.
Skrull Coast, since the reemergence of Skrull, is also the one most active in terms of world trading. Due to the policy of the Weyr, no traders are actually allowed on to Skrull Island itself. There is, however, a trading post on an island with thick jungle three day's travel due south. Merchantmen travel to and from other ports directly, but all foreigners are directed there. A small Hold-like structure is maintained there, to assist the fiction that the Weyr is really there. Trading with foreigners occurs there.
Schooling
Skrull Coast has its own formal school, modeled after the Weyr's system exactly. As such, children of Skrull Coast are Searched at twelve, just like those of the Weyr, and have the same choices. Most tend to choose to go straight to the Weyr.
The People
Socialising
Social actions and interactions are important. Hold's are, for the most part, very faction-oriented. The Fishermen like the Fishermen, the Legume Specialists prefer themselves to the Fruit Growers and so on. Fraternization isn't forbidden, or even resented, but like groups tend to gravitate to like groups. Children and teenagers tend to be the exception, not the rule, but as they age will find themselves having more and more in common with certain peer groups as dabbling in multiple fields is almost unheard of.
The people of Skrull Island have a great sense of propriety. Certain things are simply not said or done in public. An example is sexuality. It is considered impolite to even mention topics of sexual nature outside of one's own home, and even then it is often considered to be very bad form outside of a few specific situations such as between close friends, or in the form of discussing problems. Teenagers are, of course, expected to push the absolute boundaries of what is reasonable or proper and as such aren't often disciplined for youthful escapades. Promiscuity is ignored so long as it isn't open, and people are expected to settle down around about eighteen or so, often when they marry.
A problem facing the Holds, however, is that of sexuality. In most Weyrs, bisexuality or homosexuality are both considered normal and reasonable, mostly due to the nature of Greens. In Holds, however, it is treated more as an unfortunate personality quirk. Discrete trysts or liaisons are ignored, but prolonged and open relationships tend to draw ire from one's peers and seniors. Although open confrontation about the issue would be rare, it is not uncommon for homosexual partners to move to the Weyr rather than face the incredibly passive-aggressive protests about their chosen lifestyle.