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Treth
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The Willow Rangers Outpost
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Credit goes to Chroncile


Located on the outskirts of Treth and inside the Willow Woods sits a very private property, tucked away from the farming community that neighbors the land near it. This spot of land is about ten acres of nearly undeveloped and natural forest, save for the large wooden complex built from lumber out of the Willow Woods. It is here that this private establishment houses the more secluded faction that serves Ne'haer, serving as protectors of the region throughout the wilderness. This faction is none other than the Willow Rangers that serve Ne'haer, more so it's Council of Minäih, faithfully in their endeavor to maintain natural order within the wilds.

The History

The Glaurid family has always been aptly invested in the preservation and protection of wilderness; for generations they've been raised to understand agriculture and forestry, and it is because of this that they serve as the founders of the Willow Rangers. For Arcs there has always been a Glaurid Patriarch to help run the faction, as the family has cultivate a portion of their private land into a base of operations for this group.

Since the first Council of Minäih the Glaurid clan has been invested in serving namely Reasọä Euthik, and has always provided the services of the Rangers to the Council in honor of her memory. There was once a period in history where the Glaurid's didn't support a couple of the members, and in turn the faction struggled to maintain it's code of honor; until later when the Glaurid's themselves decided to vie for positions on the Council. There hasn't been a lot of Glaurid's to maintain the seat for the position of Agriculture and Forestry, but ever since they started to respect for them grew over the course of Arcs.

For generations there has always been a Patriarch to carry on the will of Reasọä and the Rangers, and it is traditionally the heir of a Glaurid that is proclaimed as the next in line. Only through constant service and dedication however, lest the Rangers lose their well earned reputation.

The Location

Surrounded by mostly undeveloped land, ideally to keep it in it's natural state, the Willow Rangers Outpost appears more like a two story cabin at large. It's massive architecture is built from the wood of the Willow Trees around Ne'haer, with a foundation similar to that of the stone found in the city's walls. The Outpost sits in a very remote location that is difficult to come across, as not even the neighboring city Treth cannot place it's location. Only the rangers know how to find the path that leads to the outpost, recruits are generally required to learn how to get there; as the ranger leading them will not show the route a second time.

Places of Interest

The Courtyard
Pretty much the first thing one finds when they approaching the Outpost, the courtyard is composed of several different areas. There are the shooting grounds where Rangers can improve their archery skills, then there is the open deck patio where rangers and recruits are welcome to lounge around on; whether they're researching the wilderness or taking a load off after a hard trial out on the field. Then there is the training grounds for their mounts, the Willow Redbears, as well as an alcove the Beastmaster's utilize for bee keeping.

The Main Hall
Practically a very large common room filled with tables and chairs, this area is where a vast majority of the Rangers come to eat and drink. Often referred to as "the mess hall" by the Quartermasters, this busy place is where a good number of recruits learn how its earned the name. There is a bar with a bartender as well as kitchen further in, where the cooks put recruits to even more work if they are unlucky. At the center of the Main Hall is a large hearth, often lit with a fire unless it's the warmer seasons, where a good number of Rangers like to gather on occasion. Sometimes there are feasts and celebrations among the Rangers and recruits here, but usually after a recruit has managed to pass the initiation trial and become a ranger.

The Barracks
Tucked deeper within the outpost is the barracks which are often occupied by a few Quartermasters, as they utilize Recruits to maintain gear as well as cleanliness within the place. Here is where walls are lined with weapon mounts, all dull and iron-made, so that recruits can practice whatever weapons they may choose. There are also a number of wooden dummies packed with straw padding, as well as a wrestling mat in the center of the room for those practicing unarmed combat.

The Chambers
When one travels up the stairwell to the second floor of the outpost, the first room they will come across is the chamber where namely recruits sleep. There are a total number of thirty beds situated in just this one room, while the rest of the Rangers are actually capable of sleeping within the wilds if they choose. Each bed is accustomed with a foot locker to house any belongings a recruit brings with them, but privacy is very minimal between each and every recruit that sleeps in this room.

The Archives
The first room that one will quickly notice when they arrive in the chambers, this room is where all the history records as well as research materials on wildlife are kept. It is mainly a depository for books and personal records more than anything, although one can sometimes find interesting things displayed on the shelves. A Lurker skull, a few unusual bones and teeth, even some dried and preserved flora may decorate this area; as it is usually the source of study for recruits seeking to brave the wilderness.

The Strider's Office
Of the several Striders that linger here to run the place, whereas the rest are usually out in the field constantly, this is the office where they all tend to correlate in. It's a modestly large office area with several desks, a fireplace, and a round wooden table with four chairs situated evenly around it. Typically when the Striders all come together here, it's usually to plan or calculate patrol routes or actions for the rangers; otherwise there's only ever two or three here to manage paperwork and maintain the facility.

The Hunting Grounds Image

When Recruits are ready to become initiates they must first brave the vast wilderness of this remote area. Just north beyond the Rangers Outpost is a maintained area, although maintained is a term loosely used by the Rangers in this instance. The grounds are hunted to reduce any threat levels in the area, so that recruits can undergo their trial with the danger levels at minimum in comparison to the rest of the wilderness. That said however the grounds are still a dangerous place to linger, as a healthy combination of predators as well as prey inhabit this closely guarded area.

It is here where Recruits are brought to undergo the Initiation to become a Ranger, where they are provided only the bare minimum essentials in order to survive. Initiates are armed with a hunting knife, with a bow and a quiver containing ten arrows. From that point on the Initiate is left alone to fend for himself, but secretly watched by the Quartermaster that is responsible for training him. Whether or not they will pass the test is up to the Recruit in question, and how quickly he adapts to the environment he is forced to survive in for five trials.
word count: 1302
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Morandi Deep Mines

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Credit goes to Zafir
Created as a joint effort between House Ironridge and local nobles, The Morandi Deep Mines have existed as long as the noble house of Morandi has. It is from these cavernous expanses that the Morandi’s drew part of their great wealth, pulling from the earth both stone and jewels to export to traders hungry to deal with sellers that were not from Ironridge. Both prisoners and professionals worked to dig deeper and deeper for the noble house, and it is in part because of their efforts that the Morandi’s were able to dump enough money into Yurrova to help the township get back on its feet. However, this boon to Yurrova was not without its cost. Many workers lost their lives digging for gems, and some old miners whisper that the deeper one goes into the mines, the clearer one can hear the last moans of dead men being crushed by collapsing shafts.

The mines themselves lay north of the town of Yurrova, bordering the Rolling Red Hills of Ironridge. A smattering of entrances dot the hills, each dedicated to discovery of different minerals. A lone watchtower overlooks the space, with a watchman stationed to keep a weathered eye out for enemy troops or roaming bandits. Inside the mines, the temperature drops dramatically. Man-made tunnels connect with natural caves, and for those who have never been through the mines before, the risk of becoming lost is very apparent.

Therrin

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Name: Therrin Kraust
Created by: Zafir
Race: Human
Age: 50 Arcs
Title: Mine Foreman
Skills: Business Management (45), Mining (30), Intimidation (25)
Details: An old man with scowling wrinkles and a piercing gaze, Therrin Kraust has been the foreman of the Morandi Deep Mines for some odd twenty arcs now. He is a strict taskmaster, not taking any nonsense from any employee. He considers himself apolitical, not caring whether a Morandi or Ne’haer is in charge of him. As long as he gets payed, it doesn’t matter much to him who is calling the shots.
Moderator approval only needed to investigate hauntings in the mine. Otherwise, no moderator approval needed for location or NPC.
word count: 369
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Sol Duc Lake

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Credit goes to Jonathan Burr
The Sol Duc is a location in mountains northeast of Ne'Haer, near Yurrova. It is a large glacier-fed lake that experiences heavy insurgents of runoff during the Ashan and Ymiden seasons. During these seasons one can find hundreds of small waterfalls feeding the lake, which turns a pale aquamarine in color from the glacial waters. The lake itself is bowl shaped, with steep shale slides leading down to a narrow shore of sharpened rocks. It is unforgiving to the unwary traveler, who might find himself sliding down a steep river of shattered stone towards an icy grave. To complicate matters, deadfall from the unstable ground around the lake means that the shore is often lined with fallen logs. These logs may look stable, but are treacherous to navigate. To the man determined enough, the lake yields cool, clear waters teeming with fish. The clay deposits left by many seasons of melting and refreezing have made the waters rich in nutrients. Elk and other species of deer are common here, either scavenging the water plants in the shallows or using it as a safety net to avoid predators.

If a traveler can avoid falling down the steep climb, or causing a rockslide, one still has to contend with the rain. This area gets more than 140 inches of rain annually, so torrential downpours are not only commonplace but expected. Getting caught in one of the rainfalls can be just as dangerous as climbing down to the lake, as the entire area turns into a mudhole of deadly proportions. Bandits often use this area to trap travellers, as many men are unprepared and unaware of the dangers that lie within the seductively calm pool of Sol Duc.

Ashwari

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Name:Ashwari Bourund
Created by: Jonathan Burr
Race:Human
Birthday/Age:40
Title: The Catamount
Skills:
Field Craft: Expert
Fishing: Expert
Navigation: Competent
Thrown Weapons: Expert
Details:Ashwari has survived near the Sol Duc Lake his entire existence. He is the sort of man who can look at the sky and predict the next rainfall, and can track an elk up and down the rocky slides without any difficulty. He is a patient and stern sort of man, the type who will leave you to drown if you do not learn how to swim. To that end he is an incredible teacher to those wishing to excel in field craft, but be warned. He is an isolationist who is not very kind to strangers. Many times he is content to see if any visitors to the lake will survive on their own before offering any sort of assistance.
word count: 448
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Lysoria
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Sarkanis den Nogg

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Credit goes to Alistair
Sarkanis den Nogg, located in the far northern region of Lysoria, is a place of marvel and oddity. Appearing to outsiders as an observatory of reclining usage, Sarkanis is - in fact - the headquarters of the Coven of Ellasin, and a city built within a mountain, behind a great waterfall and shielded by complex magic. The entire facility, including the observatory, is warded... and it is said that much of the observatory, and the waters and cliffs surrounding it, are known to shift into an infallible mirage; living, breathing, not contained by ether and not easily dispelled. The observatory itself is a master-made Dustforge artifact, with a variety of precautions and counter-measures to forced entry, including providing answers and codes that shift on a cyclical basis.

Upon entering Sarkanis, one will immediately understand its designation as the Coven's premier stronghold. Thousands dwell within, working and slaving tirelessly, twenty four trials a day - only rescued from their labor to have their wounds amended by magic. These thousands are, quite predictably, all undead thralls... excusing much of the immorality from their intensive labor.

Sarkanis is perhaps the only place on Idalos to have an underclass of dead men, equally represented by an upper class of magical aristocrats. Necromancers, the ones who wield the collars and chains, reign supreme within the Coven's headquarters, and live extravagantly by the labor of their mindless minions, who perform increasingly complex trades the greater their well and class.

Revenants, of course, perform a variety of more developed mechanical tasks within Sarkanis... and many of them act as alchemists, jewelers and personal servants, working without recourse.

Sarkanis exists as the production capital of the Coven - and it generates tens of thousands of nel, every season. But more than that, it is an impenetrable blockade, protecting Ellasin from all harm. Even an Immortal would place themselves into immediate existential threat upon invading - the base is filled top-down with traps, undead warriors, powerful Coven mages and Ellasin's greatest undead creations. More than that, it holds the phylactery of the Necromantress, and her greatest guardian: Effren Galien.

While few know the exact purpose of Sarkanis, nor who dwells within it, many know of its perplexing nature... but simply choose to avoid it.
word count: 387
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