City Map & Location List

Information regarding the city and shops.

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City Map & Location List

Shops and Locations Within Ne'haer
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Government & Official Buildings
Council of Minäih Judgement Hall - Where all persons within Ne'haer's territory go to be judged for the crimes they've committed.
Ne'haer's Dungeons - Community dungeons looked after by guards of the city.
Combatants Training Grounds - An area that houses living quarters and a decent training course for combatants in the arena.
Willow Woods Outpost - The guards stand watching the dark forest to the northeast...
Bank of Ne'haer - Where citizens go for questions relating to their finances.
Sea Port Docks - The docks are constructed of mostly stone and some lumber, built to withstand the storms of the sea.
The City Armory - A massive building that houses weapons and armor to be used by the factions the protect the city.
Crones' Blood Halls - A faction of Seers residing in Ne'haer.
Order of the Adunih - The largest faction of Healers in the world.
The Academies - Institutions housed in a section of Ne'haer starting from ages 5 Arcs and up.
Community
Lochgrass Gardens - A romantic hideaway from the chaos in the world.
Valfield Farms - Shop for produce, purchase animals, or learn some new skills!
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.
Southern Temple - Moseke dominates the Southern temple as it sits closest to the gates leading out of the city.
Eastern Temple - Ymiden and Vhalar share the Eastern Temple that welcomes the rising sun and shift of seasons.
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.
Crazed Corner - The Crazed Corner, as it is most commonly known to the citizens of Ne'haer, is an alley near the Golden Flask, which is always dark, no matter if it is day or night.
Ne'Haer Underground Tunnels - The Underground Tunnels are a place for the less... publicly accepted Immortals, namely the ones who seek to undo the mortals of Idalos
Zuroni's Animal Care and Training Sanctuary - For those looking to train their mounts, animal companions, or care for their pets.
Star Stone Bath House - A public bath house that is used by the more wealthy citizens of Ne'haer.
Ne'haer's City Square - A location that is visited by many newcomers as it is the first place they step into when arriving.
Brujo's Shipyard - A small ship yard used for making long ships.
Seacres Hospital - A medical hospital that tends to the injured and sick.
Written Wisdom - A public Library for the citizens of Ne'haer.
Auminah's Stables & Mount Gear - A store to purchase mounts, mount armor, and special foods for your mount.
Food, Drink & Lodging
Doracre's Delicacies - Ne'haer's famous bakery— full of delightful treats!
The Golden Flask - An Inn that's home to many a folk.
Sifrea's Winery - A shop location that sell a number of wines and cheeses.
Harbor View Village Office - Living quarters for citizens of Ne'haer.
Crest Break Tavern - In need of excessive drinking and boisterous fun? Journey here.
Oscillette - A cold spa, bar, and lodge maintained by immigrant Ellune.
Pleasure & Shopping
The Coliseum - A massive arena used for fighting events and festivals.
The Sphinx's Armaments - Searching for an inexpensive weapon? Look here!
The Crying Cow - A leather shop that buys and sells all kind of leather, both freshly cut and worked, thick and thin.
Steeltail Armor Shop - An armor shop for all your defensive and protection needs.
Hal's Chop Shop - A butcher to buy and sale fresh meats and delicious, marbled cuts.
Every Day Elixirs - An apothecary that sells a variety of medicinal herbs, medical supplies, and much more.
The Glass Rose - A brothel in Ne'haer that caters to the lonely for a pleasing price.
Siason's Stichery - The finest alterations and custom clothing creation in the city.
Curio's Curiosities Book Shop - A quaint shop, carrying books, articles, artwork and sculptures.
Betty's Bits and Baubles - Where junk can be bought and sold!
Treth
Treth General Goods - Treth General Goods is located in a prime location in the center of the village.
Treth's School - This is the school where the children of Treth go starting at the age of five arcs.
Moseke's Landing - A flutterbus service that departs to and from Desnind regularly.
Old Sow's Ear - Probably the most cozy tavern located within the city of Treth.
Isle of Estryn
Ebondell - A once rich town ruled over by a lord arcs ago, this is now a quiet, poor fishing town.
Outside Ne'haer
Seraas en Avellach - Seraas en Avellach, often simply called "Seraas", or "Mindrender", is a ruined fortress deep within the heart of the Willow Woods.
The Ne'haer Hideaway - A place primarily suited to housing young, learning sorcerers.
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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Council of Minäih Judgement Hall
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The Judgement Hall sits across from Ne’haer’s famous dungeons and is a massive stone structure that houses hundreds of rooms for both interrogation purposes as well as meetings to determine the crimes one has committed in front of either the elected council or appointed judges.
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The Stone Dungeons
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The stone dungeons contain criminals from the simple felons to the ones that bath in blood. The dungeons sit across from the Judgement Hall and is built like a fortress to contain the people locked inside. There are a number of levels to these dungeons, all of which are settled in darkness with the only light being from the torches the guards carry. Often times, people go insane in the darkness, trapped in the confines of a small room for unknown Arcs.
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Combatants Training Grounds
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Developed by Aeon


The training grounds were made shortly after the Coliseum, as an extension to the massive building. They were made to house all fighters of the Arena, as well as give them space to practice their combat skills. With arcs of further development, the Training Grounds were opened to the general public, only with a higher cost for all training courses. In the beginning, only Masters of the Coliseum, which are never of the same number, were able to teach at the Training Grounds. The Masters are usually chosen by the Grand Master, but sometimes they are accepted only because another Master recommended them. They are often the most skilled fighters in the arena, ones that play fair and rightly, but still win. At one time, there could be as little as 2 or as many as 30 Masters, including the Grand Master. The Grand Master is elected by the previous Grand Master from among the current Masters. He is the one that is believed to be able to keep the Coliseum running the best, and even though he may not be the best fighter, he is most definitely the best at doing his job.

Some time after opening the Grounds to the public, the Masters agreed to hire several skilled fighters to aid as tutors, and that tradition lives on until this day. The Grand Master must approve of the suggestion for the teacher, and, depending on the current Grand Master, perhaps even test their skills in a battle, to make sure they are good enough. The Training Grounds accepts all races, but talking about religion within the Grounds is strictly forbidden, even more than assaulting anyone. The Grounds is a place meant for honing your battle skills, not gossiping about the Immortals. Anyone seen intentionally offending any other person, or physically attacking them without their consent for a sparring match to start will be forever forbidden from entering the Grounds again, even if they were a combatant/Master or even Grand Master.

Besides the courses and the barracks, the Training Grounds is a safe haven for those that just want to practice by themselves, or with some other person of the same level as them. Using the training weapons provided by the Grounds is a must, and anyone seen using a blade with a sharp edge will be forever forbidden from entering the Grounds again. Death can happen on the Grounds, but it is rare, so every death is investigated carefully by the Council and their representatives, unlike in the Coliseum. If a person is convicted of having intentionally wounded and/or killed another during a practice match, the offender will be handed over to the Coliseum/Grounds officials for their own methods of dealing with the criminal. The person that committed any sort of crime on the grounds of the Coliseum will be forced to fight their way to freedom with only the most basic equipment. One murderer was once caught hiding in the barracks, and even though none of his murders were committed on the ground of the Coliseum, he was forced to fight in an event with only poor quality leather armor and a blade with a dull edge. Besides making criminals fight their way to freedom, if someone had committed a crime while the next event was still far away, they would be locked in one of the cages, often tortured. This behavior of the Coliseum officials is not unknown to the Council of Minaih, nor the people of Ne'haer, but nobody has ever actually stood up against it, seeing how it has been working gloriously for them. After a single cheater or criminal is found, there are no crimes committed in the close vicinity of the Coliseum for at least two cycles most often. Some even say how the Council hands their worst criminals over to the Coliseum, but that is presumably only a folk tale (?)

NPC

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Name: Oros Qe'Jihai
Created by: Aeon
Race: Biqaj
Age: 42
Born: 8th of Saun, arc 664
Title: Master of the Coliseum. Overseer of the Training Grounds.
Blessings/Curses: N/A
Skills: Polearm - Expert, Navigation - Expert, Torture - Competent, Thrown Weapons - Competent, Teaching - Competent
Other Information:Oros was born into a small Biqaj family from which he separated once he reached 20 years of age. He joined a merchant ship as a guard and kept working there until it got to Ne'haer once more. Then, he tried himself out at one of the events of the Coliseum, and after defeating all of his fellow combatants with ease he was hired as a Master of the Coliseum by the same Grand Master that hired Johan. As friendly as Johan tried to be with Oros, the older fellow always kept thinking he deserved more, and the half Biqaj less than what they both respectively got. Once Johan was named the new Grand Master, Oros snapped, but Johan easily forgot him, and the only real punishment was the assignment to oversee the training grounds. Which wouldn't have been a punishment for anyone else than the Warrior of Earth, as his Biqaj clan name suggested. He is currently bitterly walking through the grounds every day, torturing new combatants that come through every day. He still hopes that he would be elected to become the Grand Master once Johan dies, but every other master knows that that would never happen. The only reason Oros still has his own title is because of Johan's fondness of the Biqaj man.

Price List

Training courses for combatants in the Coliseum are on a half-off discount, while staying at the barracks is free.

Novice combat course - 20gn a season until competency is reached. This course applies to any weapons or combat skill. The player can choose/make an NPC with competent or expert combat skill they want their PC to learn during the course.
Competent combat course - 30 gn a season until expert level is reached. Required competent level in that specific combat skill. The player can now choose/make an NPC with expert or master combat skill they want their PC to learn.
Expert combat course - 40gn a season until master level is reached. Required expert level in that specific combat skill. The player can now choose/make an NPC with master or legendary combat skill they want their PC to learn.
There is no course that teaches a PC up to legendary level available.

Stay at the barracks (free for registered combatants of the Coliseum):

An Immortal-awful room nobody ever wants - 1cn a trial. These rooms are not recommended, and the training grounds officials nor the city Council are not responsible for anything that might happen to anybody staying in these rooms.

An average room affordable by anyone with a wage - 1sn a trial. These rooms suit every need a person has, but not their desires. It is exactly like its ridiculous title states, average.

A nice room that is actually comfortable - 3sn a trial. These are the rooms most citizens of Ne'haer would take when staying in the barracks. This is the highest class room any combatant can get for free, and it usually takes an already won event to earn this one.

A room made for rich people - 1gn a trial. This is the room in which Masters and the Grand Master of the Coliseum reside, unless they are off somewhere else. Combatants need to pay for this room as well, except that if they have already won an event, they could get the price halved.
Players can use these NPCs when writing about the location freely. This location can be self-moderated without any special approval. If taking the "An Immortal-awful room nobody ever wants" you should PM a city prophet to learn what kind of horrors may strike your character.
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Willow Woods Outpost
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Beyond Ne'haer's northeastern gates stands the ominous Willow Woods. These woods are home to an enormous population of deer, something that keeps the hunters coming back. However, at night, these woods turn deadly while mysterious screams and young laughter can be heard from the depths of its darkness. Any who venture into the woods may find unique and rare herbs, wildlife, and some answers to the mysteries that plague the willow woods.

There have been rumors of people going missing in the woods, however, nothing has been documented and/or confirmed by government officials.
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Notes Regarding Outpost
The outpost is located a few miles down the northeastern road. The willow woods are about 2 miles away from the outpost.

There is a bed in the captain's office. Its his room/office basically. The armory is where the guards keep most of their gear. You can imagine it however you like to but just remember that this is an outpost so it won't have everything and might possibly be lacking is a lot of things. There is a small garden behind the structure as well as a small stable area to the right of the structure.

Captain Ziri Cospa

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Race:
Human
Skills:
Armed Combat (Bastard Sword) - Master
Observation - Expert
Navigation - Expert
Tracking - Expert
Torture - Competent
Mark:
Gwelliph: Exalted
Details: Ziri is the current commander at the Willow Woods outpost. He is one who enjoys laughing at good stories if you have one to tell. Otherwise, some may find him a bit intimidating to be around. When he's not at the outpost training the new batch of guards sent in from the city, he's out in the forest with them, patrolling the area. One may find him in his office, though rarely is he ever there unless he's answering messages sent to him from the council. He enjoys a good spar if offered and will not hesitate to put someone on their ass, if they are or aren't expecting it.

Narrid Vareson

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Race:
Biqaj
Skills:
Armed Combats (Sword Breaker) - Competent
Armed Combats (Long Sword) - Competent
Tracking - Expert
Navigation - Expert
Fishing - Expert
Seduction - Competent
Mark:
None
Details: Narrid is a biqaj turned fighter after a tribe of Mer viciously attacked his family's boat and killed his mother and sister. All that remains of his family is his father who tries to make a living transporting supplies to and from Ivorian. Narrid is a kind man who enjoys teaching others his trade when he's not honing his own combat skills. He will more than readily have a conversation with someone and can be quite the charmer.

Mikkos Sadik

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Race: Mixed Race
Skills: Seafaring - Expert
Storytelling - Competent
Melee Combat (Uses a cutlass) - Competent
Shield Use - Combat
Tactics - Expert
Mark: None Known
Personality: Laid back, easygoing, and always ready to tell his companions a funny story, Mikkos Sadik was born on a Biqaj ship and learned seafing from the time he was old enough to walk, yet this child of the sea dreamed of solid land and cool forests. He fell in love with Ne'haer and set down his anchor in his new home. Quickly joining the military, Mikkos was assigned to the Willow Woods Outpost, where he proved an avid student of tactics and strategy and now serves as an adviser to his Captain when clever schemes and plans are needed more than raw skill and power.

Lain Stohl

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Race: Human
Skills: Armed Combat (Uses a Spear) - Competent
Ranged Combat (Uses a shortbow) - Competent
Tracking - Competent
Agriculture - Expert
Mount - Novice
Mark: None
Personality: A native of Ne'haer, Lain Stohl's ancestors are known as horse breeders of no small repute, but Lain himself has no skill with horses, either to ride or to breed. This left him unable to take part in the ancestral family trade and forced him to try other means of employment. While Lain turned out to have a decent level of talent with agriculture, Lain didn't have the business sense to run a farm with any level of profit, so he instead joined the military. Now assigned to the Willow Woods Outpost, Lain Stohl serves as a sort of second choice for any particular task the outpost has to perform, with the exception that he now manages the outpost garden.

Nabarra Lapôtre

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Race: Human
Skills: Ranged Combat (Wields a Long Bow) - Master
Endurance - Competent
Tracking - Expert
Hunting - Expert
Cooking - Competent
Mark: Lethroda - Adored
Unknown Information: Member of the Webspinners - Tarantula
Personality: Born and raised in Ne'haer, Nabarra spent most of her childhood in the forests, playing the brave hunter of fearsome beasts and savage monsters. Of course, the forests Nabarra explored as a youth were relatively safe and tame, meaning that she was in no danger of running into the beasts her imagination called up. But as she grew older, her dreams of being a great hunter was eclipsed by a desire to serve Ne'haer's military. She eventually got her goal and was assigned to the Willow Woods Outpost. Now serving as the outposts primary ranged combatant, Nabarra is usually the one to lead searches for people who go missing in the woods or the bandit tribes some believe are responsible for the rumored disappearances.

Idomas Ivorian

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Race: Ithecal
Skills: Melee Combat (Wields a Halberd) - Expert
Endurance - Expert
Shield Use - Expert
Tracking - Competent
Weaving - Competent
Mark: Favored Taithir, Basic
Personality: A member of the Yithiral militia from Ivorian, Idomas travelled to Ne'haer in both a reaffirmation of Yithiral and Ne'haer's alliance, and to act as military support. Though young and considered a Yalical by the standards of his own people, Idomas is considered a stable, reliable member of the Willow Woods Outpost, always ready to head into the woods after whatever poor soul is gotten lost in the woods this time.

Kenneth Baskaran

Developed By Ilied
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Name: Kenneth Baskaran
Race: Human
Age: 35 (born 83 Vhalar 681)
Title: Head Gamekeeper of Ne'haer, "The Bear Whisperer", and other aliases (i.e. "Ken", "Thennek", "Neth", "Baskar", "Skar", etc.)
Languages: Common (fluent)
Skills: Field Craft: Master, Tactics: Expert, Detection: Expert, Deception: Competent, Trap Making: Master, Hunting: Expert, Animal Training: Competent, Mount: Willow Redbear: Novice, Ranged: Short Bow: Expert, Axes: Hand Axe: Competant

Other Information: A man of many talents, Kenneth Baskaran serves diligently as Ne'haer's head gamekeeper. Born in Treth, Kenneth fell in love with working with animals at a young age, and would go on to live a life involved with them, having a natural gift for "reading animals" – as he puts it. Kenneth's success took him from the Rolling Red Hills to the Willow Wood and beyond; though when approached by Ne'haer's council for a more permanent position he accepted. Kenneth's position today puts him in charge of helping preserve the lands around Ne'haer in order to maintain balance and safety. Though bound to the council's will, rumor has it he still interacts freely among the local territories on his ranges, especially him home village.

Kenneth is a happy and spirited person, truly someone blessed to have found his life's joy. The natural world seems to suit him best of all places, and it shows in his character. Playful as ever, Kenneth is good-humored with most he comes across, even when on a hunt or scout. People who threaten the well-being of the land, such as poachers, pirates, and bandits, are the ones most likely to summon Kenneth's ire. The gamekeeper is diligent in his efforts, practicing his disciplines with traps and tracking as if it were performance art. Beyond his normal duties, Kenneth also serves as a guide through the wilds around Ne'haer. He carries with him much wisdom and experience when it comes to surviving terrors in the woods, especially Cliffwalkers.

Kenneth's occupation makes him a rarity to be found in Ne'haer itself. The gamekeeper normally only stops in the city for a week to report, resupply, and resume his watch. During this time he is often found on post at one of the gates or around the city exterior interacting with the locals, guards, and wildlife. On his outings, which can last weeks at a time, Kenneth may be scouting areas, training others, or head hunting. Kenneth reports directly to Captain Ziri Cospa at the Willow Wood Outpost - which is like the best place to get a hold of the gamekeeper.

Regardless of what Kenneth is up to, he is never without his companion, Jori. Jori is a Willow Redbear with a "smile" to match Kenneth's. The Ne'haer bear was rescued on one of his outings, the young bear's mother killed in a poaching incident. Having never encountered a problem with Jori before, the city guard seem trusting enough to let the bear roam the city so long as Kenneth is with him (though Kenneth is never far away, as it is). The extent of Jori's talents and abilities are unknown, though Kenneth assures anyone who asks that the bear is the best ranging partner one could have. Even then, Jori is young, still growing, and still learning.
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Bank of Ne'haer
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The Bank of Ne'haer is a large institution managed by Rauve de Vesci, member of the council of Minaih. It is known for its devotion to the development of businesses and institutions within the city, and as a result the city's economy - through the bank's investments - has flourished across the past few decades, making it one of the wealthiest and most populous cities, with the bank a large and fundamental supplement to the economy.

All citizens are allowed to join the bank of Ne'haer without charge, though their loans must be repaid in a timely manner or they risk the absolute extortive practices of the Bank's personnel.

Note: Loans are put into your Narrator Notes. The requests can be put up in this thread, and approved by any moderator of Ne'haer, but the proper staff members must put the loans into your Narrator's Notes.

Interest Rates:

1 season: 2% (If withdrawals are made).
1 season: 7% (If no withdrawals are made).
1 arc: 25% (bonus for depositing 250gn per season for one year without withdrawing anything).

Rules:
  1. You can only make one deposit or withdrawal per season.
  2. It costs ten gold nel to open a bank account with Ne'haer Bank.
Bank Loans:

1 season: 6%
1 cycle: 15%
1 arc: 25%

Bank of Ne'haer NPC List

Moderator's Note: Players are welcome to use these NPCs if they're writing about this location.

Deimos

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Race: Biqaj
Age: 28 arcs
Title: Bank Manager
Skills: Business Management 70, Mathematics 60, Leadership 55, Negotiation 40, Persuasion 35, Rhetoric 30


Deimos is renowned for his excellent management capabilities, and is known as one of the most trusted men under Rauve de Vesci's employ, one of the leaders of the council of Minaih. He is well-liked by his employees for his sense of humor and his impartial behavior, and is also a fairly popular comedian on the western side of the city.

Nathaniel

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Race: Human/Biqaj - Mixed Blood
Age: 25 arcs
Title: Banker
Skills: Research 60, Appraisal 50, Negotiation 40, Detection 35, Seduction 30


Nathaniel is the cousin of Deimos, and the one who oversees most business loans. He is known to be meticulous and practical when deciding which businesses to offer a loan to. Like Deimos, he is quite charming, and is rumored to give a flat loan - minimal interest involved - for... favors, anyone applicable. Mod permission required to pursue this.

Maya

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Race: Yludih
Age: 32 arcs
Title: Loan Shark
Skills: Stealth 70, Intimidation 55, Blades - Dagger 55, Running 45, Poisons 35


Not much is known about Maya, except for maybe the fact that she's the reason most individuals pay back their loans nearly always as they're scheduled to. She approaches under many guises, and demands the money the bank is owed. If it is not given to her, the intimidatory and crude tactics that follow are often not quite what you'd expect from a government or business individual.
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Sea Port Docks
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This is a placeholder for the location to be written up later. If you would like to develop this location for bank points and medals, please contact the city's prophet.

Jovira Qau'fnaj

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Development credit goes to Ilied

Name: Jovira Qau'fnaj
Created by: Ilied Loraeva
Race: Biqaj
Age: 18
Born: 1st Trial of 1 Ymiden, 698
Title: Unknown
Languages: knows Rakahi, Common
Occupation/Location: Fishmonger, frequents the Sea Port Docks and City Square
Skills: Seafaring: Competent, Swimming: Expert, Fishing: Expert, Negotiation: Novice, Etiquette: Novice
Other Information:
Jovira "Jovi" Qau'fnaj is one of the more familiar Biqaj faces around Ne'Haer. This bright eyed, ever-smiling fishmonger can often be found along the ports selling her crew's daily catch. Rumors have it she might even haggle a bit, if someone can pique her interests. When not selling fish, Jovira can be found wandering the city, though she's mostly likely to be found around the City Square and nearby locations. A seeming inhabitant of Ne'Haer (though merely a Biqaj making business in the city with her Clan), it's not unlike Jovira to be found at other locations or to tag along to cultural events throughout the city. Outgoing, friendly, and a bit on the wild side, she seems to be a wonderful person to befriend. There's no telling what she might know having so many acquaintances…
Notes: If encountering Jovira on the market, please see a Narrator or appropriate Staff Member if your character desires to haggle for prices or information. When encountered outside of work, Jovira is less comfortable engaging in business relations, but more open to friendship. Feel free to befriend the NPC and take her on a date in the great city of Ne'Haer!
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The City Armory
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This is a placeholder for the location to be written up later. If you would like to develop this location for bank points and medals, please contact the city's prophet.
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Crones' Blood Faction Halls
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Order of the Adunih
Known for being one of the world's largest factions of healers, the Order of the Adunih seek to promote health and wellness throughout the vast lands of Idalos. Focused mainly on healing injuries and sickness, a priest of the Adunih doesn't need any particular blessing to become apart of the organization. Most adventurers who come across a healer will find they are apart of the organization. The Order provides supplies and benefits to its members so they may help prolong a human's life, if even by a day.

It was rumored that the Order was established even before the war between Immortals and the near extinction of humanity overtook the world. Their history runs far across the Arcs and their roots run deep, however, they didn't make an appearance till only recently. Before Immortals became involved within the dealings of man, there was only what one could do with their hands and a little bit of knowledge. Cleaning wounds, stitching, bandaging, cutting the skin open, mental health— all of these things were done without the use of 'Divine Marks' and still continue to be done without the help of the Immortals.

There are no records showing where the order originally established. Some say the faction was originally formed by a group of travelers who withstood many obstacles and became famous for their great deeds, going by the alias 'The Adunih'. Others say they were a group of priests housed in the mountains that were burned away upon Faldrun's arrival. No one is certain of the fact, though there are many fiction novels that circle from these notorious rumors.

Requirements
  • Any player may join the Order, whether they are just starting or have been playing for a while.
  • There is a joining fee of 10gn, to help provide materials to all members of the faction.
  • When you progress from one cloak color to a new cloak color, there must be a modded 'graduation' ceremony. Each graduation ceremony is different and based off the culture of that city.
Benefits
  • Players can choose to take up residence within the faction's location. Each city will have some kind of outpost or building dedicated to the faction where members may reside, educate themselves, and assist the populace. Though living within the faction is free, providing for it is not. If you choose to reside within the faction, you must complete 2 additional threads to be submitted to this topic. One thread must be collecting money/goods for the faction through donations or odd jobs (working with/for the people of the city), the other thread must involve teaching one of the members/getting involved within the faction itself (working with/for someone or a group of people inside the faction building). Both of these threads must be submitted to this topic by the end of each cycle or your character will be force to find their own place! The room itself is quite spacious, 300 square feet, with a window. There are no bathrooms connected to the rooms, however, there are gender separated bathing chambers in the facility.
  • Each character is allowed to start with a free Medical Kit and these pieces of knowledge: Faction: Order of the Adunih, Order of the Adunih: Green Cloak. These DO NOT count toward your total starting knowledge. They are in ADDITION to them.
  • Members have the option of visiting the Order to restock their Medical Kit at no charge.
  • Members may visit the order for free educational lessons on healing, meditation, psychology, or mark ability lessons.
Rankings
  1. Green Cloaks
  2. Hood-less
    Every new member begins as a green cloak. Hood-less green cloaks mean that they have no skill/unskilled/novice level medicine skill, no skill/unskilled/novice level surgery skill, and less than 8 total knowledge between the two skills.
  3. Hooded
    Every new member begins as a green cloak. Hooded green cloaks mean that they have novice/competent level medicine skill, novice/competent level surgery skill, and a total of 10 knowledge between the two skills. They have also acquired 3 SPECIFIC pieces of knowledge dealing with growing medicinal herbs.
  4. Gold Trimming
    The trimming indicates that this green cloak member has novice/competent level medicine, novice/competent level surgery, a total of 15 knowledge between the two, 4 pieces of knowledge about the Order of the Adunih, and has tended to the wounds/sickness of 1 person.

    Blue Cloaks
  5. Hood-less
    A member with a hood-less blue cloak indicates that they have competent level medicine, novice/competent level surgery, 18 knowledge between the two, has donated the profits of 2 jobs to the Order (See Bounty Board), and has tended to the wounds/sickness of 3 people. They must also acquire mentorship from a Grey or White Cloak member.
  6. Hooded
    A hooded blue cloak indicates that the member has competent level medicine, competent level surgery, 21 knowledge between the two, has grown 3 medicinal herbs and used them to help wounds/sickness, has studied with their Grey/White Cloak mentor, and has acquired novice level meditation along with 2 knowledge in the skill.
  7. Gold Trimming
    Trimming indicates that the Adunih member has competent/expert level medicine, competent/expert level surgery, 28 knowledge between the two, has acquired 5 knowledge of their mentor, has acquired 3 knowledge of the Order of the Adunih, has taught something related to medicine to 1 order member, and has tended to the wounds/sickness of 3 people.

    Gold Cloaks +100 Fame
  8. Hood-less
    A hood-less gold cloak indicates that the member has expert level medicine, competent/expert level surgery, 32 knowledge between the two, has donated the profits of 4 jobs to the Order (See Bounty Board), has tended to the wounds of 3 people, has taught something related to medicine to 2 order members, and has crafted an antidote for a poison and used it on an individual to successfully cure them.
  9. Hooded
    A hooded gold cloak indicates that the member has expert level medicine, expert level surgery, 35 knowledge between the two, has saved someone from a near fatal wound, has 6 SPECIFIC knowledge about medicinal herbs, has reset a dislocated joint or bone, and has crafted 10 different kinds of medicine for sickness/ailments/injuries.
  10. White Trimming (Choose a path: Discipline of the Mind / Discipline of the Body)
    Trimming indicates that the member has chosen a discipline to follow, either of the mind or body. Mind Discipline: the member has competent level psychology and meditation. Body Discipline: the member has competent level of endurance and teaching. --- As well as a chosen discipline, the member has expert/master level medicine, expert/master level surgery, 38 knowledge between the two, has 3 knowledge related to their mentor, 3 knowledge about the Order, has taught a class of members, and has addressed the wounds of/healed 5 people within 1 trial.

    Grey Cloaks +100 Fame
  11. Hood-less
    A hood-less grey cloak does not require the guidance of a mentor any further. Instead, they are encouraged to seek out a green cloak, though it is not a requirement of the rank. A this rank, the member has master level medicine, expert/master level surgery, 40 knowledge between the two, has traveled to an entirely different city, has donated the profits of 2 jobs to the Order (See Bounty Board), and has acquired a healing mark and the first 3 abilities from it.
  12. Hooded
    Hooded grey cloaks indicate that the member has master level medicine, master level surgery, 44 knowledge between the two, has traveled to 2 different cities, has perform 4 jobs to help the local populace, as taught 2 classes of green cloaks, has crafted 12 different kinds of medicine for sickness/ailments/injuries, and has acquired the second tier ('Adored') of a healing mark.
  13. Gold Trimming
    Trimming indicates that the member has master/legendary level in medicine, master/legendary level in surgery, 48 knowledge between the two, has donated a total of 5,000gn to the organization, has donated a total of 5 rare kind of medicinal herbs to be used by the organization, has performed surgery on 5 individuals, and has removed a curse from someone.

    White Cloaks +200 Fame
  14. Hood-less
    A hood-less white cloak indicates the member has legendary level in medicine, master/legendary level in surgery, 50 knowledge between the two, has removed curses from 2 individuals, has acquired a green/blue cloak to mentor, has performed 2 jobs for the local populace, has donated 8,000gn to the organization, and has recruited 2 members into the organization.
  15. Hooded
    A hooded white cloak indicates the member has legendary level in medicine, legendary level in surgery, 52 knowledge between the two, has acquired the third tier ('Exalted') of their healing mark, has traveled with 2 groups of people (3 or more), quested into a dungeon/participated in a combat event with 1 of those groups of people, has mentored their green/blue cloak till grey cloak, has healed the wounds/sickness of 8 different people, has planted and grown 2 rare herbs, has donated 10,000gn to the organization, and has recruited 3 members into the organization.
  16. Gold Trimming (+200 Fame and a personal familiar.)
    A gold trimmed white cloak is the end all, be all of the Order. They are legendary healers sought after by almost everyone, masters of the art of healing disease, of injury, and removers of curses. Some of these healers are also Champions to the Immortals. Acquiring the rank of gold trimmed, white cloak is immensely difficult. If your character is attempting to go for this rank, special quests and permissions must be given to you in the Narrator Support Forum.

    Black Cloaks -250 Fame
    Black cloaks are given to exiled members who have done injustice against the Order, an individual, or a group of people for criminal or personal reasons. Upon being cast out from the organization, the exiled are given a cloak so that they are reminded of their misdeeds, so that they may repent for them, and so that they remember the Order will be there for them should they return from the darkness that's consumed them.

    Exiled members must run through a series of quests should they wish to return to the Order.
Templates

Alright lovelies, as I said, you don't need special permission to join the faction unless you have a mark. However, I would LOVE to know who joins the faction so I can stay up to date on all your charitable deeds.

Joining

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[b]Character Name:[/b]
[b]City:[/b]
[b]Living At The Facility:[/b] (Yes/No)
[b]Current Medicine/Surgery Level:[/b]
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New Rank

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[b]Character Name:[/b]
[b]City:[/b]
[b]Current Medicine/Surgery Level:[/b]
[b]New Rank:[/b]
[b]Achievements:[/b] (Provide links to the required achievements for the new rank. Example: If you are going for hooded gold cloak, you must link me the thread where you saved someone from a near fatal wound.)
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Graduating

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[b]Character Name:[/b]
[b]City:[/b]
[b]Current Medicine/Surgery Level:[/b]
[b]New Cloak:[/b]
[b]Requested Moderator:[/b] (If you have a preference.)
[b]Achievements:[/b] (Provide links to the required achievements for the new rank. Example: If you are going for hooded gold cloak, you must link me the thread where you saved someone from a near fatal wound.)
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