Читать книгу Life of Schamyl - J. Milton Mackie - Страница 20
THE CIRCASSIAN GAMES.
ОглавлениеThrowing the djerrid was perhaps the deli-kan's favorite equestrian amusement. To play this game a certain number of combatants, belonging often to two different aouls or districts, assemble at an appointed place, each mounted on his steed, and armed with a long white wand or staff. At a given signal they all set off at full gallop in pursuit of each other, the object of the race being to give blows and avoid receiving them. The staves accordingly are seen flying through the air in all directions. The dexterity with which the combatants manage to elude each other's blows, catch a stave thrown at them, pick up one from the ground, and that without alighting or losing a moment's time, is to the stranger who for the first time beholds the sport truly astonishing. When a horseman who happens to be without a djerrid gets entangled among his opponents, he will be seen twisting and turning with the activity of a wild-cat in order to elude the blows aimed at him; now completely screened under the belly of the horse, then lying at full length on his back, and again stretched by his side, until regaining a djerrid he becomes in turn the assailant. In this rough sport only the greatest agility and suppleness of limbs, combined with extraordinary physical strength, can secure the palm, while the less dexterous combatants may not escape without the disgrace of broken heads.
Another feat which only long practice will enable the young rider to perform, is one of archery. A mark is attached to the top of several lofty poles fastened together so as to elevate it to a considerable height. Then a horseman starting a short distance from the pole rides towards it at full speed, and just before reaching it, suddenly bends his bow, stoops to the left side of his horse the instant before the latter passes to the right of the pole, and then twisting himself around with his face turned back and looking almost directly upwards, lets fly the shaft perpendicularly. The difficulty of the position, joined to the speed of the horse, renders the hitting of the mark a proof of the highest skill; and even where the competition is spirited, the victors are few.
Running for the flag is a game in which the fleetness and bottom of the horse are tested perhaps more than the expertness of the rider. A number of cavaliers having assembled, one of them taking a small flag, or crimson scarf; or pistol cover embroidered by the fair hands of the belle of the aoul, starts off on the gallop, his prize streaming in the wind like a meteor. The others, after having given him the advantage in the start, pursue for the purpose of overtaking him; for whoever succeeds in coming up with the flag-bearer takes his place, and so to the end of the race. With grace and impetuosity they dash down the valley, over the hills, and along the mountain side. The flag-bearer aims to keep the lead not only by quick running but also by turning and doubling, by taking advantage of the ground and placing obstacles between himself and his pursuers. To the right, to the left, straightforward, over brooks and fences, across torrent and ravine, through woods and thickets, up hill and down dale, away sweeps the mad cavalcade. 'Tis neck or nothing, and leaps that only dares the devil. Overtaken, the bearer of the flag yields it up to his successful competitor, who shouting his triumphant vo-ri-ra-ka hurries onwards with the whole legion at his heels. So they race until the hardy horses, though eager as their riders for the victory, are obliged at last to halt for breath. But after an interval of rest, starting with another hurrah the troop go over the course again, and perhaps again, until the contest is ended, and some fortunate deli-kan is pronounced entitled to the prize.
It is a common occurrence during these games for a mounted horseman when particularly excited to throw up his cap; and this is always regarded as a challenge by any of his companions, unslinging, uncovering, and cocking his gun, to put a ball through it before it reaches the ground. Or a bonnet is purposely dropped, that some rider going at full speed may display his agility by picking it up without drawing rein. Again, there is the game in which two mounted cavaliers set off at full speed holding each other by the hand, and each endeavoring by main strength or dexterity to pull his antagonist from the saddle. And finally, a party of horsemen on arriving at a friendly aoul or place of general gathering, is met by a company of persons on foot who, bearing branches of trees, make a dash at the horses' heads in order if possible to frighten them. This tests the skill of the riders, and also trains the horses to rush without fear upon the enemy.