• Lore • City of Ne'haer

The beautiful stone city where hope resides...

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City of Ne'haer

Table of Contents
The City's Roots and History
The Birth of a City
Geography and Aesthetics
Climate
Lake Rea
Inhabitants of the Lake
Political System
The City's Council
Laws and Punishments
Taxes
Economy
City Allies
Exports and Imports
Businesses
Ne'haer's Culture
Religious Diversity
Education
Holidays
Military and Defense
Standing Military
Surrounding Walls
Demographics
Inhabitants
Property Information
Housing
Business Information
Laws and Pricing
Factions
Within Ne'haer
Welcome To Ne'haer

The city of Ne'haer stands surrounded almost completely by glorious, white stoned walls, resting just beyond fields of farmland and small, off-the-beaten-path settlements. The main roads are paved with the same kind of stone found within the walls around Ne'haer and follow out just beyond the farmlands where they abruptly shift into dirt roads. On the other side of Ne'haer, the city rests on the water where massive docks house many trade vessels and transportation carriers from places outside of “Death's Door”. Needless to say, whether by boat, caravan, or mount, this city is captivating from afar and up close. Nearly every building is constructed with white and silver gray stone that shimmers beneath the sun. Many adventurers, craftsmen, and legendary teachers can be found within Ne'haer. The question that remains is... when will your story here begin?
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The City's Roots and History

Where We Came From And Where We'll Go
Before the thoughts of a city came into existence, there lived a tiny village off the shores of what is now Lake Rea. Nestle between the towering, natural spires before the shores, this village thrived unlike most places during this time. It was one of the last places to see destruction and turmoil, though it crept upon them quite noticeably. The village functioned well and with it, came prosperity unknown to other parts of the region. Their craftsmen were legendary, their fishermen, experts. These were a people that thrived from the sea and basked in the glory of the sun and harvests of the seasons. However, this village nearly withered during Cylus but like the plants with the seasons, it bloomed again come Ymiden. When the destruction fell upon their dirt, weathered roads, the villagers were swept up by waves, massive in size and speed. They were all but washed from existence...

It wasn't until a particular light in the darkness of death opened their eyes to the wasted shores of Lake Rea. Their memories murky, these people returned to a blank land that was once their bustling village. No one knows how exactly they survived the tidal waves, or how their withering lands came to be very lush and fertile. It wasn't until many Arcs later that these people discovered the truth about what happened to the world and why they had survived. They were saved by an Immortal who sought to keep his or her identity a mystery. Instead of discarding this information, the people held onto it and while the war waged on and touched their developing town did they use it as a prayer for hope.

A prayer for hope in a time of need... How inspiring and deceitful a thing like Hope can be...
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[anchor=birthcity][/anchor]
The Birth of a City
The days were not so peaceful and prosperous back when Ne'haer shifted from a growing town to a small city. War and natural causes had buried the town several times over and taken life from the people that fought to protect their land. Those days were difficult to live through... Most townsmen lost hope and migrated inland to form what is now known as the town Argos. However, some stayed behind, directing the people, building, constructing, defending, and pushing the ruins of hope into the glorious city that is Ne'haer.

This development didn't happen overnight. It was slow going, especially with the amount of people who were less inclined to put trust and faith into building a town within an area that was otherwise deadly. Reasọä Euthik, a half blooded Sev'ryn from the eastern shores, was among six individuals who chose to reshape the foundation of the town, not only structurally but politically. They worked together to reconstruct homes, marketplaces, animal stalls, boats, drainage systems, pathways— nearly everything essential to living within the town for the first few Arcs. It wasn't until much later, after an attack on the barely rebuilt town, was the council of six established and a wall erected around the city to safe guard the citizens from outside dangers.

Reasọä Euthik was the figure head for these five individuals; wisdom, experience with the land, and favor from the Immortals propelled her to such a position without objection from the others. She was the one to formalize the Council of Minäih after the construction of the first wall surrounding Ne'haer. Reasọä announced the council officially within the town square after performing the Blessing of Atazarwa, a blessing commonly conducted by the elders of the Sev'ryn to the youth who venture out into the world. Reasọä inducted each individual into the council, bestowing upon them tasks that they would oversee for the citizens of the town.

With an official council established to oversee the town, days slowly turned peaceful and enjoyable while a gentle roar began building within the marketplace. However, it didn't take long before word spread of Ne'haer's massive wall— a wall made from a special kind of wood imported from the southern region. As trade grew within the bustling town, so did the interest of major political powers, both beneficial and destructive. Sirothelle was the first to test these walls by launching a small party of flame walkers to the wooden barrier. Their fire caught but rarely did it burn long enough to be effective. The walls could withstand most outside forces, however, it was weak against the kind of weather Ne'haer suffered through seasonally. Because of this, the wall not only had to be reconstructed but expanded due to the increase in both population and trade.

The 478th Arc marked the year Ne'haer officially became a city.
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Geography and Aesthetics

The Climate In Ne'haer
Though the Zi'da and Cylus seasons bring about a cool, mildly chilly climate, Ne'haer experiences relatively humid, hot weather during most of the Arc. Lake Rea is the saving grace for almost all citizens during Ymiden and Saun as it provides cool, refreshing water to those in need of it. This area may experience most kinds of weather, but the most common are light rain, thunderstorms, hurricanes, fog, frost, very light snow fall, and the occasional snow storm.
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The first light marks the beginning of Ashan, when the ice and frost melt away from the soil to water new life into the dormant plants. Ne'haer normally experiences pleasant weather during the beginning and middle of Ashan. The ground has taken in most of the water from the melted ice during this time and the weather— temperate, cool, and perfect for outdoor activities. When the middle of Ashan arrives, Ne'haer experiences many small storms and periods of rain roll in from the ocean.

As the climate warms up between Ashan and Ymiden, the storms become larger and stronger, lightening and thunder can rock the city more often than the waves the storms bring. It isn't under the dreaded season Saun encompasses Ne'haer that the citizens truly worry about the weather. The heat from the ocean feeds the skies and the massive hurricanes they spin. These hurricanes have been known to topple Ne'haer's structures; the walls, the buildings, and even the docks. Special measures had to be taken to ensure the survival of the city which is why it is build almost entirely out of white-gray, shimmering stone.

Once the second sun has disappeared completely, the citizens celebrate the arrival of Vhalar, the fall season. Though this season may still produce powerful storms, they are not as powerful as the hurricanes experienced during Saun. Vhalar is an active season where many festivals are celebrated mostly because it is the season for final harvests from the fields and mildly warm weather before the cold, depressing grip of Zi'da. Plant life slowly wilts, the trees lose their leave, and just like the gust of wind before a storm, Zi'da breezes into Ne'haer on clouds of cool, icy air.

Unlike most places, Ne'haer doesn't face harsh winters. It endures quietly, living off the fish within Lake Rea or the animals surrounding the city and surviving mostly by imported goods. Moderate snowfall is common in Ne'haer during the end of Zi'da. As the sun is slowly blocked from view, the Cylus season has come at last. Cold and dark, Ne'haer attempts to function normally during this time. With fewer trips made out onto the lake and into the wild lands around the city, imports of goods into the city rise drastically. It is also around this time that Ne'haer is visited by very few winter storms. Though they only last no more than two days, the snow quickly turns from powdery to heavy ice and can damage many homes and collapse roof tops.[anchor=lakerea][/anchor]
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Lake Rea
Named after the half blooded Sev'ryn, Reasọä Euthik, Lake Rea is home to a large population of Biqaj— a race of people who live their lives upon the water. The lake is almost always littered with small or medium sized vessels and many fishing boats on the northern side of the lake. The lake is left open for trading vessels docking or departing from Ne'haer. Recently, regulations have been established to prevent smaller boats from entering high traffic waters.
[anchor=inhabitants][/anchor]Though the city has done quite well with its commercial trade, political standing, defenses, and overall population growth, the Mer have made voyages slightly difficult. Nestled within the warm waters of the lake lives a tribe of Mer that struggle to co-exist with the citizens of the city. However, the infamous rumors of their kind's actions across the world have lead most of the citizens to protest against the treaty between Ne'haer and the Mer tribe. Unfortunate accidents happen that is the fault of no one, yet people seek to put the blame somewhere.

The surface of the water is noisy due to the traffic of trade vessels coming to and from Ne'haer. But beneath the crashing waves is an entirely different, quieter world. The azure shine of the lake darkens into a deep, beautiful blue that captivates all who venture down into the depths of the water...

To Be Released...
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Political System

The Council of Minäih
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The Council of Minäih was originally summoned by Reasọä Euthik, a half-blooded Sev'ryn who was one of many that made Ne'haer the brilliant city it is today. In the beginning, the establishment of the council was a means of overseeing the townspeople and any shipments, by land and sea, that came within the walls. During this time, the war waged on and even through such chaos, none could be more surprised that Ne'haer blossomed the way it did. Reforms had to be made due to the growing number of inhabitants the city received. Instead of the councilmen sharing all responsibilities, they each were appointed their own area to manage. Divided between six, each council member now played a specific role within the city's stability. If it appeared instability was rising in an area, a new council member would be appointed while the former was dismissed due to inadequacy. Thus, elections were held often and unfortunately, this only provided opportunity for countless acts of espionage.

Now, with new laws in place to secure trust among the people and the council they elect, the city of Ne'haer sees elections every arc or so. These elections aren't normally for the seats themselves, but act as an application into the Council of Minäih. The elections might also be for certain political positions within the city that are vacant currently. Ultimately, the council seats become vacant every 2 to 4 Arcs. Members may choose to run for elections again, though, depending on their previous performance on the council, they may have an advantage or disadvantage to other applicants.

The Council of Minäih consists of six individuals, three male and three female. Each acts as a balance to the other in times of stress where difficult decisions must be made. However, each individual is responsible for different areas when it comes to the city. One will be responsible for its military and defenses as well as the crime within and around the city. The next will be responsible for the city's trading affairs, both internally and externally as well as overseeing the construction of trading vessels and looking after the city's treasury. A council member will be responsible for overseeing the well being of the citizens within and around the city, scheduling festivals, and providing educational and medical opportunity. The next will be in charge of the construction, maintenance, and routinely visits of the shrines and temples within the city as well as employing workers and priests to areas in need. One council member will be charged as the ambassador of the city and must be willing to travel in search of allies and resources. The last must look after the city's agriculture and livestock, making sure that there is no blight, plague, or virus that may infect or harm the citizens well being. This council member must also make sure that there is enough produce to last them through the harsh Cylus season. The entire council is in charge of conducting judgement on criminals or establishing new laws.

Thalin Glaurid

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Council Position: Agriculture
Job Functions:
Farming
Crops
Livestock
Roading
Forestry
Race: Human
Skills:
Rhetoric - Expert
Observation - Master
Persuasion - Competent
Socialization - Competent
Leadership - Competent
Unarmed Combat - Expert
Armed Combat - Expert

Mark:
Elithem: Adored
Velduris: Favored
Details: A man of many words, though carefully spoken and seemingly introverted, Thalin is old and wise in his age. He is one of the oldest member to still hold a seat on the council and this is only partly due to the fact that he has hidden connections and secrets that keep his position firmly held in his hand. Thalin, however, is not one to go seeking trouble where ever it may be. He is usually last to speak on an issue and remains rather pensive to almost all discussions held among council meetings. Mysterious wouldn't even begin to describe Thalin Glaurid, but some say he is extremely loyal to those who have earned his trust. Aside from the council, Thalin enjoys being out with the citizens of the city and doesn't mind having a chat or lunch with a random stranger.

Loren Ne'haer

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Council Position: Military
Job Functions:
Defense
Military Training
Faction Recruitment
Military Faction Approval
Olympic Events
The Wall
Race: Ithecal
Skills:
Observation - Expert
Investigation - Competent
Leadership - Expert
Negotiation - Expert
Politics - Competent
Dodging - Expert
Armed Combat (Long Sword) - Master
Intimidation - Expert
Mark:
Sevrath: Exalted
Taithir: Adored
Details: Loren has a very outgoing personality. She enjoys the simply pleasures of a free woman while taking part in the brutal activities the men participate in. This Ithecal is a capable fighter who will stop at nothing to protect her loved ones. She is devoted to turning her native Ne'haer into a safe haven— much like her ancestral homeland, Yithiral. She is a capable teacher to train under, though her personality can be a bit abrasive to some.

Rauve de Vesci

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Council Position: Citizen Relations - West side
Job Functions:
Housing
Businesses
Medical Services
Documentation and Resource Consent
Race: Biqaj
Skills:
Rhetoric - Expert
Bartering - Expert
Politics - Master
Medicine - Competent
Teaching - Expert
Seafaring - Master
Business Management - Master

Mark:
Chamadarst's Blessing
Taithir: Favored
Details: Rauve is a man in his fifties with salt and pepper colored hair and tanned, lightly wrinkled features. Rauve dresses in fine garbs of cotton or silk with delicate, golden trimmings, fur, or feathers, depending on the time of year. He appears very relaxed, even during times of great stress. His eyes are bright and visualant— warm though they appear, it is easy for others to trust him when sometimes, they shouldn't.

Amélien Petronel

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Council Position: Citizen Relations - East side
Job Functions:
Taxes
City Upkeep
Events
Education
Race: Mixed Race
Skills:
Observation - Expert
Etiquette - Competent
Leadership - Expert
Teaching - Expert
Politics - Competent
Psychology - Expert
Armed Combat (Short Sword) - Competent
Mark:
Lovosha - Adored
Taithir - Favored
Details:Amélien has always called Ne'haer home, growing up in the Eastern section of Ne'haer that caters to higher education and a better quality of life. Amélien appears soft on the outside, she is a warrior when it comes to enacting rules and regulations and keeps them. Her personality is sweet but underneath the finely tuned mask is another cut throat that plays the game of politics.

Antony Fransse

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Council Position: International Affairs
Job Functions:
Relationships and Alliances
Negotiations and Treaties
Ambassador
Adviser in Wartimes
Race: Sev'ryn
Skills:
Negotiation - Expert
Unarmed Combats - Competent
Storytelling - Competent
Persuasion - Expert
Politics - Expert
Psychology - Expert
Etiquette - Competent
Mark:
Sevrath - Adored
Details:Antony is a Sev'ryn from Desnind who won a seat on the council by a landslide. He is a favorite among the people and is a respectable representation of Ne'haer when visiting other allied cities. He is a gentleman with an accent and while he still practices his culture quite openly, he is mindful of the company he keeps and rarely remains around others for a long period of time.

Saebin Disanti

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Council Position: Ports
Job Functions:
Trade
Imports
Exports
Transportation
Shipbuilding
Fishing
Race: Human
Skills:
Negotiation - Expert
Armed Combats (Dagger) - Expert
Navigation - Competent
Seafaring - Expert
Politics - Expert
Intimidation - Competent
Persuasion - Competent
Mark:
None
Details:Saebin has lived in Ne'haer for half her life and became known as an active community member, winning her spot on the council when elections came around. She has a fiery personality, often times picking at people with jokes and playful insults. Though it can be a bit abrasive, her personality allows others to feel at ease around her. She has a wit about her that isn't hard to notice and a strength that speaks even louder.
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Laws and Punishments[anchor=laws][/anchor]
Citizenship

  • Upon birth within the walls or surrounding farmlands of this great city does a babe receive certain privileges as a citizen of Ne'haer. They will be given the same rights, protection, and opportunities as any other citizen of Ne'haer, with appropriate permissions from their parents or guardians. They will not be classified as a full citizen of Ne'haer till their 18th birthday where upon they undergo testing for both physical and mental skills. There is no way to fail these tests. These tests help guide young adults into fields they will be best suited for.

    Only citizens of Ne'haer may purchase land and shop locations. Citizenship is required for all owner-less slaves who wish to remain in the city.

    Citizens of Ne'haer may vote during elections and/or re-elections of council members. These events also allows citizens to run against council members for a chance at a seat.

Mandatory Education

  • All citizens of Ne'haer are required to enroll into the city's educational system from the age of 5 till their 18th Arc. This system is tailored to citizens who have lived within the city for many generations. School last year round excluding the harsh Cylus season. Another kind of institution is tailored specifically for slaves, merchants, and/or adventurers who wish to become citizens of Ne'haer. Some form of proper education is required for citizenship applicants and it is mandatory that they attend an institution of their choosing, which also displays appropriate credentials, for no less than 1 Arc.

Right of Protection

  • Each citizen has his or her own right to protect themselves from harm within the city under appropriate circumstances. Any action against Ne'haer's guards that can be harmful or fatal is strictly forbidden. Evidence must be obtained for any who claim they were defending themselves from an enforcer of the city. Once enough evidence is collected, both parties will be judged by the council.

Right of Prayer

  • All adventurers, traveling merchants, slaves and citizens within Ne'haer have religion protection. The Right of Prayer guarantees that all persons may worship and practice their faith within limits. These limits may be violated if practitioners sought to bring violence, murder, and death to Ne'haer. If anyone is found to have violated the peaceful practice of religion this law details, they will be immediately arrested and charged at the hands of the council based on sufficient evidence.

    Peaceful practice is required at all times and if there is no place of worship for a specific religion or cult, it is encouraged that a petition a structure to be built to satisfy the peoples faith.


Murder

  • If one is accused of murder with proper evidence to support such claims, the person will be taken into custody by city guards and await trial within the city's prison. There will be a two week period of time where evidence and witnesses may be collected and use to determine whether the accused is guilty of such crimes. If it is found that the accused is guilty of murder, punishment will be decided upon by the council members.

Theft

  • If one is caught stealing, punishment can range from paying what was stolen and a fine to prison time and/or banishment from Ne'haer for an amount of time. The punishment is dependent on what was stolen.

Slavery

  • Slavery is not permitted within the walls of Ne'haer or the surrounding farmland and villages. When adventurers and merchants come into Ne'haer with slaves, they must submit their slave's documentation to the city's court house immediately where upon the slave will be given certain permits:
    • The slave will be given a name if they do not have one.
    • They will be given appropriate clothing if the owner fails to produce such items.
    • They will be given appropriate housing if the owner fails to include them within proper shelter.
    • The slave will not be allowed to board vessels of any kind without appropriate supervision from the owner.
    • They will not be allowed beyond the walls of Ne'haer without appropriate supervision from the owner.
    • All food and drinks, excluding alcohol and spirits, will be free of charge for slaves.
    • The slave will be treated appropriately by the owner while within Ne'haer and its surrounding farmland. This includes certain tasks which may be viewed as cruel, violating, or harmful towards the slave.
    • The slave is permitted to reject any tasks that may cause them mental and/or physical harm.
    While these permits only last for as long as the owner is within the city, there are certain rules they must follow or face punishment for negligence. All permits given to slaves are parchment documentation and must be carried with them at all times.
    • If it is found that an owner has neglected to provide the necessary permits for the slave while within Ne'haer, the owner will be immediately seized by military officials while the slave will be accompanied to the city's courthouse to obtain a permit.
    • If it is found that the owner is in violation of these permits, action will be taken in the form of a fine and/or removal of the slave from the owner.[anchor=taxes][/anchor]
    • If an owner is to sexually assault or murder their slave while within Ne'haer and its surrounding farmland, they will be held to the same laws and judgement as a citizen of Ne'haer.
    Once the expressed number of days have passed, the permit will be null. If it is found that a slave is within the city without a permit, it is required that they receive immediate citizenship within Ne'haer after which they may work within the ship yard and on trade vessels till they acquire enough gold to purchase land.

Trafficking


Illegal Imports
Taxes
Taxes are used to fund city wide construction, Ne'haer's ship yard, feeding slaves and the less fortunate. Taxes may also be used for educational purposes as well as upgrading defenses and paying for the city's armed guards. They may also be used for temple upkeep and festivals.

Every season, citizens of Ne'haer will receive an additional tax on their living expenses of 8%. These taxes are expected to be paid immediately. If you are unable to pay your taxes due to debt or other expenses, please visit the city's courthouse for assistance or possible waivers.
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Economy

[anchor=cityallies][/anchor]
Ne'haer's Allies
Ne'haer has established alliances with a number of other cities and towns both within the western region and beyond the great waters. First and foremost, it's closest ally is Argos, a town to the north of lake Rea. Though it is still developing, the town is large in number and provides a number of resources to Ne'haer, mainly small ships for their ever growing population of Biqaj seafarers. Next is Hiladrith, a bustling city to the north that supplies Ne'haer with precious gems, dyes, and other luxury items. The trip to and from Hiladrith is often dangerous and in need of a number of soldiers to ensure good travel safely between cities. Uthaldria is a less known allies only because the city doesn't have much to offer. Often times, supplies are sent out only to go missing.

Beyond the great waters, Ne'haer has a strong alliance with Ivorian. Its close ties allow a number of Ivorian and Ne'haer citizens to venture overseas in search of education, especially medical practice and aid. Ivorian is the furthest alliance Ne'haer has, though the city plans to expand its reach in the coming arcs.
Exports and Imports[anchor=exports][/anchor]
Due to its location, Ne'haer's major exports consist of fish, small and large ships, pearls, corn, lumber, and cattle. These are only the major exports that the city is able to trade at low cost due to its abundance and quick production. Ne'haer offers a much larger variety of items when selling to other cities and towns.

  • [columns=3]
    Stave Grass (Medicinal Use)
    Amber Pine (Medicinal Use)
    Pine Lumber
    Oak Lumber
    Alder Lumber
    Anchovy
    Amberjack
    Bass
    Trout
    Black Cod
    Eel
    Herring
    Mullet
    Dried Beef
    Dried Pork
    Dried Venison
    Fur
    Leather
    Jute
    Hemp
    Cotton
    Peals
    Bloodstone Gems
    Labradorite Gems
    Parchment
    Ink
    Fish Oil
    Variety of Herbs
    Corn
    Carrots
    Apples
    Lemon
    Mango
    Oranges
    Rye Flour
    Wheat Flour
    Red Dye
    Gold Dye
    Catamarans
    Drifters
    Dorys
    Fifies
    Fluyts
    Luggers
    [/columns]
When it comes to Ne'haer's imports, it sees a wide variety of items come through its harbor. From medicinal herbs, books, building material, to different kinds of seeds, domesticated animals, weapons, stone, and much more. However, Ne'haer is better known for striking trade deals for better educational opportunities for its citizens. Often times there are many civilians that are brought over on Ne'haer's trade vessels.

  • [columns=3]
    Stone
    Pitch
    A Variety of Weapons
    Leather Armor
    Plate Armor
    Iron
    Steel
    Geminite
    Idalinium
    Purple Dye
    Custom Dye
    Saffron
    Paprika
    Peach Seeds
    Pineapple Seeds
    Redwood Lumber
    Oak Lumber
    Maple Lumber
    Mahogany Lumber
    Amaranth Flour
    Oats
    Linen
    Wool
    Silk
    Emeralds
    Imperial Topaz
    Kornerupine
    Kyanite
    Rubies
    Books
    Medicinal Herbs
    Medical Instruments
    [/columns]
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Ne'haer's Culture

Religious Diversity
The city of Ne’haer practices a variety of faiths. Many of the religions within Ne’haer arrived as a result of racial diversity within the city, with many of the residents of the metropolis coming from a variety of different backgrounds from all over Idalos. Many Immortals have been accepted, respected and praised by the people of the city for a long time, and have wedged their way into the history of the city. Each of the primary Immortals of Ne’haer is one with a story attached to it, and a loyal following among the base of the city folk.

Each of the commonly praised Immortals of Ne’haer tends to carry with them two special methods of recognition: one, a holiday meant to pay respects to them and their domains, and two, a monument erected in their honor. For as long as Ne’haer has existed, piety and faith in the Immortals has been a common theme of the city dwellers. These religious values do not however clash with respect for science and reason, but instead promote growth and education as a way of paying homage to their deities.

The Immortals worshiped most prevalently in Ne’haer are U’frek, Moseke, Ymiden, Vhalar, Vri, Pier and Pre and Chrien. Each Immortal worshiped has over time significantly swayed the development of Ne’haer’s culture, with the faithful denizens taking into account the beliefs of their chosen Immortals in their daily lives.

Northern Temple
Seated just before the harbor, the Northern Temple looks out onto the Rea Lake where all may greet the statues of U'frek and Chrien while entering the port. Though it is known that Chrien is drowning in her own insanity, the Mer and even some Biqaj still pay homage to her for their existence.

Southern Temple
Moseke dominates the Southern temple as it sits closest to the gates leading out of the city, providing a warm welcome to those who enter and a sign of ‘Good Luck’ and ‘Safe Travels’ to those who leave. The temple is large as most Tunawa rescued from slavery reside here for an extended time.

Eastern Temple
Ymiden and Vhalar share the Eastern Temple that welcomes the rising sun and shift of seasons. During festivals, these temples are littered with citizens and mountains of gifts and ritual offerings, hoping for a chance to meet the Immortals they worship.

Western Temple
Vri, Pier and Pre share the Southern Temple as they are always seen as a united trio. They greet the setting sun and blackest night. The Western Temple is used often as most wakes and funerals take place within the temple. There are a number of people who visit as well to make offerings for fair judgement on their lives and situations.

The Underground Tunnels
Ne’haer welcomes its diversity and tolerance of religious practice, however, dislikes worship of Immortals who seek to unmake and destroy the foundation of the city. Therefore, they’ve decree that all worship of destructive, chaotic Immortals be done within the Underground Tunnels. Even then, there are strict regulations placed on the worshipers.

Education
All citizens of Ne'haer are required to enroll into the city's educational system from the age of 5 till their 18th Arc. This system is tailored to citizens who have lived within the city for many generations. School last year round excluding the harsh Cylus season. Another kind of institution is tailored specifically for slaves, merchants, and/or adventurers who wish to become citizens of Ne'haer. Some form of proper education is required for citizenship applicants and it is mandatory that they attend an institution of their choosing, which also displays appropriate credentials, for no less than 1 Arc.

Private education is also available to anyone with the means to pay for it. Private education in Ne’haer usually comes down to a bidding war for the most skilled tutors, with the wealthy seeking out only the best for their children, some even going as far as to hire people from abroad.

Ne'haer offers a number of scholarships to students who wish to study abroad in a neighboring, allied city. More information regarding the scholarships can be found at the city hall.
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Ne’haer’s Racial Demographics


Biqaj - 27%
Humans - 18%
Mixed Race - 12%
Mer - 10%
Ithecal - 8%
Sev’ryn - 6%
Tunawa - 6%
Qi’ora - 3%
Eidisi - 3%
Aukari - 1%
Avriel - 1%
Ellune - 1%
Naerikk - 1%
Raskithecal - 1%
Wisps - 1%
Yludih - 1%
Hyludin - N/A

Population of Ne’haer City: 1,560,000
City Suburbs: 1,830,000
Surrounding Territories and Cities: 4,360,000
Race Relations
Biqaj: [+10 Fame] The Biqaj are the dominating race residing in Ne'haer. More often than not, travelers will come across a variety of these unique, charming people and can expect to find themselves driven drunk should they befriend a Biqaj. The harbor is populated with family sized vessels that house clans of Biqaj. There are some that choose to live in the city and few that forsake the constant bob of the waves for the green grasslands beyond the walls.

Humans: [+10 Fame] As one of the most dominating races in the world, humans are not lacking in Ne'haer. If not with their own kind, Biqajs often fancy humans as partners, providing a booming population of mixed races within the city. Humans can be found all over, from ships, to shop keepers, to farmers.

Mixed Race: [+10 Fame] Having a large population of mixed races, Ne'haer is among one of the few cities that tolerate such a mixture of genes and blood. Mixed races can often find a peaceful home within Ne'haer as there are so many of their kind among the population.

Naerikk: [-10 Fame] The Naerikk are often shunned due to their temperament and otherwise awful behavior. The Biqaji curse them underneath their breath and most will refuse to do business with them, if at all offer them shelter from the elements.

Mer: [+10 Fame] Having a connection to the Biqaj, the Mer are welcomed within the walls of the city. An established peace treaty with the tribes residing in the Rea Lake, relationship with the fish folk have maintained, though few citizens feel less than hospitable toward them. There have been small conflicts every once in a while, especially over the water traffic and massive fishing within the lake.

Ithecal: [+10 Fame] One of Ne'haer's tightest alliances, Ivorian has promoted the exchange of citizens between the two cities, providing for an ample population of Ithecal. However, it would be a lie to say they are not looked upon curiously with their over-sized appendages.

Yludih: [-10 Fame] Mistrusted by all, the citizens of Ne'haer tend to shy away from an Yludih due to their shape shifting nature. Though they are mistrusted, shop keepers will still trade with them and inn keepers still offer them rooms hesitantly.

Sev’ryn: [+10 Fame] The Sev'ryn are regarded with respect within Ne'haer as it was one of their Kin who helped establish the massive stone city. Not only for its history, the city pays respect to the Sev'ryn through Moseke's Southern Temple as much of its greenery was taken from the lands of Desnind. Children love interacting with Sev'ryn, as they find their stories of adventure fascinating. As for the rest of the population, they find Sev'ryn excellent counselors and will often take advance from one moreso than any other person.

Tunawa: [+10 Fame] Ne'haer offers safety for the Tunawa, especially since the Biqaj sailors rescue more of this race from traffickers than any other. Due to it's slavery laws, all Tunawa are set free upon entering into the city, though they are looked upon with a curious yet stern eye. Their nature prevents most from interacting with them, as well as their size. Ne'haer designates a spot specifically for Tunawa near the Southern Temple, where they may call home and reside peacefully with their kind. Out of all of its citizens, the Tunawa go missing quit often within Ne'haer.

Qi’ora: [-10 Fame] The populace is indifferent toward the Qi'ora, finding that their many years of life have made most of the race quite pretentious. However, their craftsmanship and skill leave most in awe. If anyone seeks out a Qi'ora within Ne'haer, it is most often for their knowledge of the craft.

Eidisi: [+10 Fame] Another race that is looked upon indifferently. Though their attitude align much with the Qi'ora, the curiosity that drives the Eidisi makes them slightly more likable than the mentioned race. This only causes problems as their dissection of information leaves most on edge, giving way to problems that would have otherwise remained unknown. Regardless, Ne'haer promotes their presence within the city as a way to achieve better educated for its citizens through an alliance with Viden.

Aukari: [-10 Fame] Like other cities, the Aukari are looked upon with detest. The only tolerance Ne'haer has for an Aukari is a half blood and even then, there is still tension found. Aukari are not welcomed within the city and if it is found that one has arrived, they are only permitted a small stay before being ushered out by soldiers.

Avriel: [-10 Fame] The Avriel are another race not taken kindly within Ne'haer. Due to their temperament, the Avriel destroy more shops and taverns than any other race. Because of this, they are often judged, mistreated, and accused before anyone else and are sentenced and jailed quickly, regardless of guilt or innocence.

Ellune: [+10 Fame] A rather curious race not often seen in Ne'haer, the Ellune are welcomed nonetheless. It can be difficult to find housing for these ice giants and they can cause a bit of irritation with their large sizes bumping into things.

Raskithecal: [-10 Fame] Rarely seen in Ne'haer, these creatures are another bite of dread when in the city. Their merciless ways and uncaring attitudes spur fights. Most of the time, this race is removed from the city at the first sign of conflict.

Wisps: [-10 Fame] Unknown to the citizens of Ne'haer, Wisps have a tendency of scaring the life out of people due to what they are. Most tend to avoid these beings because of their unnatural state of existence.

Hyludin: [-10 Fame] N/A
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Factions Within Ne'haer
Order of the Adunih

Nestled within the protective walls of Ne'haer stands one of the world's largest factions of healers. Its members hail from all realms of the world with a common passion to help mend and heal those with ailments. It is also known that those who possess curses will find liberation from such evils at the hands of this faction. The Order of the Adunih just recently made its home in Ne'haer and has been collecting members for nearly 40 Arcs. Many members within this faction possess blessings from the Immortal Moseke, though it is not a requirement when seeking to be apart of this organization. The Adunih are willing to assist and teach all who show interest and commitment to their mission. If you're interested in becoming a priest for the Adunih, please visit the location for admission.
The Seekers

The modern day Seekers function by thriving on anonymity. By organizing in a 'cell' structure, the Seekers are able to strive to achieve their ends and continue on regional, micro-based arcana research without needing to attract the attention of powerful adversaries. Sect strove for the same sort of vulnerability to never again be able to destroy the Seekers as a whole. This was achieved by splitting the leadership of the Seekers into four overseers known as Inquisitors. These Inquisitors speak with one another on a regular basis, all the while meeting with lower ranked Warlocks, who oversee individual cells which consist of Sorcerers, Acolytes and Neophytes. By having a defined hierarchy, the research of the Seekers became more streamlined and organized, allowing the organization as a whole to diversify their projects and their search for the Fractures.
Crones' Blood Faction

It is rumored that those possessing foresight and other spiritual talents house crones' blood within their veins. Crones' blood refers to the manifestation of wisdom and guidance through long passed ancestors from the great beyond. Though this is only legend, many citizens and even politicians look to members of the Crones' Blood Faction for guidance. The members of this organization are often odd, quirky, or secluded and very rarely will a member of the Crones' Blood ever willingly venture into a crowd of people. Sev'ryn will often look to the Crones' Blood faction since it offers them a small sense of home. Those interested in pursuing a path with the Crones' Blood faction may inquire at the faction's location.

The Blades of Zafra

Born from the chivalrous Zafra, Mortalborn son of Ethelynda, the Blades act as a shining protective force to the city of Ne'haer, its surrounding regions and any other cities world-wide in need of their assistance - that is, of course, if they do not already have tensions with their home city. With one hand they help the good, dispersing conflict, protecting citizens, following a knightly code demanding loyalty, bravery, honourability and duty. With the other they offer redemption to the bad, allowing even known criminals into their ranks under the title of Branded. Split into Companies of offensive, defensive and anti-siege specialties and championed by Valiants, they are the dedicated men and women that protect the city when all others fail. For those seeking to join, inquire in their complex inside the walls near the North Gate of the city.
The Whispers

Little more than a huddled group of mercenaries, vagabonds, rogues and other miscreants, the Whispers have come together and made a deal with the city of Ne'haer, providing their services in exchange for safety within its walls - however, for a price, they can be hired to anyone with enough coin, for more private matters. Working in a system of cells comprised of spies, scouts and even assassins spread out across the world, Ne'haer is unique in its possession of three different cells that frequently come at odds with one-another. The only common goal they share is the wish of information, believed to be the source of all power. Anyone wishing to join this elusive group must come to the heart of the city, where their surprisingly unimposing headquarters rests, guarded by ancient wards.
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