[Ne'haer] City Lore

User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

[Ne'haer] City Lore

Ne'haer

The Pillars of Ne’haer
History
Timeline
Legends
Geography
City Appearance
Climate
Lake Rea & Inhabitants
The Cities, Towns, and Villages
Ironridge
Lysoria
Hyran
Bayward
Yurrova
Millstone
Cycres
Treth
Culture
Demographics
Regional Attitudes
Religion & Rituals
Society
Holidays
Marriage & Divorce
Food
Music
Language
Education & Employment
Schooling
Slave Education
Orik Shipyard
Economy
Imports and Exports
Regional Trade
Trade Routes
The Seventh Hand
Housing
Business
Taxation
Politics
Government
Alliances
Military
Naval Fleet
Laws
Punishments
Factions
The Crones Blood
Order of the Adunih
The Whispers
Opinions
Race Relations
Magic Practice
Slavery
Points of Interest Within The City
Origin Stones
Bewilder Caves
Temple of the All God
The Great Library
Points of Interest Beyond The City
The Willow Woods
The Catacombs
Sunsand Beaches
Western Watchtower
Eastern Watchtower
Champions' Grave
The Bend
Temple of Eight
Ice Peak Pass
The Red Caves
Falcon Haven Forest
Salt Lake
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?

Image


Image
word count: 343
Image
"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

[Ne'haer] City Lore

City History

Image
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. The village functioned well and with it, came prosperity unlike any their surrounding competition had seen. The village's 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 Ashan. When destruction fell upon their homeland, the villagers were swept up by waves, massive in size and speed. They were washed from existence...

It wasn't until a particular light in the darkness of death opened some of the villagers 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 with renewed life.

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 a deity 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 between the Gods, they use it as a prayer for hope.
Image
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. Others went North towards the forests to claim land and sovereignty there. 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. 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.
Image
With an official council established, 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 replaced but expanded due to the increase in both population and trade. After a time of negotiation with Lysoria, stone was imported from their quarries within the Red Hills. Thus, after the completion of the wall, Ne'haer officially announced itself as a major city settled within the Western Region.
word count: 794
Image
"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

[Ne'haer] City Lore

Time Line

Image
300 - A small group of hunter-gatherers settle on the shores of a massive lake. They establish huts for shelter and live off the land for a time, becoming skilled with fishing in the process. As the Arcs pass, these hunter-gatherers become well known for their mastery of fishing, having crafted special boats to venture out on. The small settlement grows into a roaring village that sees trade come through their roads often.
306 - A great tidal wave spawned from Chrien’s hatred of U’frek, and his interference with her mutations of human bodies, crashes into the village and washes away all forms of life. The land is drowned and the mortals with it. Having been watching over the settlement for a time, Jyroon, an Immortal with close ties to Aeva, requests Moseke’s help in restoring the humans to what they once were. The two work through many trials to bring life back to the lands before finally resurrecting the dead. Pushed to the limits of his abilities, Jyroon cracks but does not shatter. He is weakened and seeks refuge in Emea.
317 - Many Arcs pass as the humans rebuild what they’d lost. Reconstruction is slow as they make it a point to prevent such disaster from happening again. Travelers enter the small village and explain of other disasters that have happened around the world, and of the otherworldly beings. Rumors cycle through the village as people wonder if they were brought back from the dead by one of these beings.
325 - The wolves of the region are becoming increasing problems for the village. Children have been falling victim to these animals and lone hunters are caught and mauled in pack traps. These wolves act unnatural, almost too intellectual for any normal animal with insidious nature. A reward is put forth to any who brings the heads and pelts of wolves to the village. Many days after, a woman enters the village asking odd questions regarding the beasts. She disappears in the middle of the night, as well as the wolves.
Image
348 - The village’s wayfinders bring unusual fish back with them from their journey out on the lake. These fish are large, but distorted, and look almost humanoid. They webbed hands are lethally clawed and their eyes -- a deep black. Fear spreads as more are brought in over the course of the next week. Travelers explain this is the work of one of the Godly beings, Chrien. Tales of her crazed, wicked deeds are whispered over campfires and the creations she has made from her insanity: The Mer.
352 - As the Arcs pass, the villagers make contact with the first tribe of Mer, The Yunori. Wayfinders first stumbled onto this tribe during a hunt on the lake. The tribe attacked their boats, broke them apart, and drowned the village men in the dark, murky waters. One survivor was able to paddle back on pieces of a boat and explain the gruesome tale to their village leaders, however, this was a most unfortunate decision. Overnight, the Yunori had taken the villager’s boats from shore and destroyed nearly every one. The only thing left in the morning was a lone Mer whose short gestures indicated enough: the lake was their territory.
360 - Battle ensued between the villagers and the Yunori as each fought violently over the lake and the fish it had to offer. Traps were set by the humans, morbid contraptions that shredded anything that got within it while the mer took greater measures by infesting the waters with deadly marine life. Large creatures that could cut a boat in half with just one bit took a number of lives as the war pressed on.
382 - After nearly two decades of fighting with the Yunori, the village wayfinders eventually caught the tribe’s successor, a Mer by the name of Thana. Having been dragged through the mud and dirt roads, the Mer was tossed into a man made pond. It was shallow and small, barely enough to keep her alive, though she could taste the blood of her people within its waters. Thana was kept here for a number of months while negotiations were made for her safe return.
383 - Wayfinders bring strange humans back with them from the lake. These humans claim to be risen from the dead after an encounter with the Godly being Chrien and U’frek. These humans have pointed ears, changing eyes, and bleed silver blood. Most of them take up residence within the village, expanding the population while others attempt to journey home.
Image
384 - Thana becomes the village’s main attraction. Having been held prisoner for 2 Arcs now, the Mer has lost hope of escape until an unlikely Biqaj takes interest in her. Trials pass as affection grows for the other. The Biqaj helps Thana escape, but it caught in the process. He is drowned and tossed into the lake for his lover to receive. Thana mourns for his loss and vows to destroy the land creatures for the pain they’ve caused her.
396 - Tension between the Yunori and village run high until one attack from the tribe nearly levels the village, killing dozens in the process. Unknown creatures ventured onto land, killing and devouring anything in their wake while the Mer tribe watched from the distance. In the aftermath, a Biqaj took it upon himself to call forth the successor from the waters of the lake and discuss with her, a treaty of sorts. The Biqaj’s resemblance to her lost love swayed her decision. She agreed to forbid her pets and people from coming onto land, but refused to allow the village access to the waters.
413 - The village lays in ruins still as some of the village folk have already departed from the area for fear of more attacks. Having been raided by malicious clans and done in by other forms of disaster without the ability to flee, let alone use the lake for livelihood, many of the village folk refused to remain and departed in land. Rumors of other thriving villages cycle through what’s left of the populace.
415 - Reasọä Euthik arrives in the village and sets out rebuilding it once more. She appoints five others to help her reshape the area and establish it within the political world. She promots government and town meetings, and works at creating ties with the Yunori tribe within the lake.
419 - The village grows into a township. They deem it ‘Ne’haer’.
426 - After many meetings, the Yunori Tribe signs a treaty with the townspeople, allowing them to use the lake for their livelihood and travel.
451 - Ne’haer’s population has grown exponentially, but this does not deter hardship from befalling the town. An encounter with three powerful beings nearly crumbles the area -- a fight for control wages on while the citizens take refuge in the surrounding forests. Jyroon and U’frek fight back against some of Faldrun’s Mortal Born, attempting to drown their fire before it can destroy the surrounding forests. Jyroon is caught in an ambush and slain at the hands of Samus, champion and son of Faldrun. U’frek traps the group and drowns them within a cyclon of water. Disappearing, the town is left to rebuild once again.
Image
456 - The wooden wall surrounding Ne’haer is finally completed. Though much of the forests around the town have been cleared away for it, the wall gives citizens a sense of security against the terrors of the night.
467 - Ambassadors from Hiladrith arrive to negotiated trade agreements with Ne’haer, as well as establish official trade routes across the region. Within the following years, Ne’haer is visited by other diplomats from Ivorian, Viden, Yurrova, and Hyran. Trade agreements are established as well as education policies.
486 - A follower of U’frek builds a temple within the most southern part of the town and encourages townsfolk to visit the establishment. He preaches the word of the great deity, and spreads the Siera’ja religion throughout Ne’haer. His worship attracts many biqaj followers to the faith, spawning traveling clergies within the next few seasons.
488 - Reasọä Euthik dies at 103 Arcs. A statue is made in her honor. The lake is officially known as Lake Rea.
490 - Religion has erupted in Ne’haer, digging deeper than tree roots within the town’s function, government policies, and way of life. Though Siera’ja is the dominating religion within Ne’haer, many other faiths are introduced over the Arcs. Clashing of ideals ensues though the town’s small military immediately puts a stop to it. One thing they can all agree on, however, is the abolishment of slavery within the town’s territory. After many meetings, this petition is put into effect.
503 - Ne’haer’s population experiences a drastic growth. The surrounding walls become too small to encompass important locations, thus, an messenger is sent to Lysoria to establish a trade agreement for stone from their quarries. Lysoria agrees and construction begins.
505 - Due to Ne’haer’s relationship with Hiladrith, Aukari soldiers attempt an attack on the town, destroying a quarter of the homes surrounding it while burning down much of the wooden walls before perishing by combat. Words travels of Ne’haer’s improving defences.
510 - The stone wall are completed. The town begins construction on improving roads and homes with the same stone material.
537 - Many flock to the stone temples of Ne’haer in search of guidance, faith, and healing. The Order of the Adunih establishes its roots within the town and proceeds to educate the populace on wellness and healing. This is the first time a faction openly uses magic and mark abilities blatantly, in public view. Some hesitation is met by the citizens.
553 - Ne’haer is officially labeled as a city within the western region.
Image
567 - Looking beyond its borders, conflicts with Cycres, and it’s bandit activity, warrant a take over. Ne’haer’s military, the Blades of Zafra, are sent in to clean the town out. Cycres becomes the first conquered territory taken by Ne’haer.
579 - Millstone, Yurrova, Bayward, and Hyran officially claim themselves as independent townships. Lysoria and Ironridge mark themselves as cities within the region. Trade agreements are established between the different territories, though some are made reluctantly.
596 - Ironridge and Lysoria form an alliance and retract all trade agreements with Ne’haer as the taxation for imports and exports to and from the city rise. This is not looked upon favorably.
602 - The Willow Woods produce odd creatures from within its darkness. A strange atmosphere befalls the forest and citizens are warned not to venture within them alone.
606 - The Crones Blood Faction is established within Ne’haer along with the Seventh Hand, a merchants guild. Shady figures venture into the city as rumors of accult activity cycle through the area.
621 - Several naval fleets are lost at sea, promptly coining Ne’haer as “Death’s Door”. Sailors are warned not to go out into the Sea of Desolation.
653 - Problems arise within the region as pirate and bandit activity reach an all time high. It is found out that Bayward has been overrun by pirates. Ne’haer sends a unit of Blades to deal with the issue, however, they fail to return from their mission and instead, receive a letter from the supposed reigning governor not to get involved in the town’s politics. This sparks discussion within Ne’haer as it is decided the city should expand its territory.
677 - Millstone suffers a bad harvest and desperately seeks salvation from starvation through the winter seasons. Ne’haer offers food for territory and Millstone agrees.
693 - Yurrova’s reigning noble family perishes in a fire. The next successor passes ownership of the town and its territory to Ne’haer.
716 - Shadow creatures storm the city of Ne’haer, killing thousands in the process. The citizens fight back until Immortals show up to defend the area from attacks, only to be ambushed by their kin. Then fight nearly levels the city. All townfolk within Ne’haer’s territory are asked to come to the city to help with reconstruction as well as send any good they can offer. The season of Vhalar and Zi’da are spent rebuilding Ne’haer.

** If you would like to see events added to the timeline, please PM your suggestion to a Prophet of Ne'haer. Make sure to include the date of the event and details.
word count: 2109
Image
"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

Ne'haer Lore Revamp

Legends

Image
Savior of Ne'haer - It has been a long standing legend regarding the Savior of Ne'haer, the one who rescued the village people from the Great Waters that washed their homes away. Legend tells of the prosperity of the village shortly before this great disaster, a time of peace where both crops and children thrived and much thanks was had at the blessing that befell the quiet community. Those days were cut short, however, when an ominous sound awoke the villages by the shoreline as they witness upon the break of dawn, a wave so massive and monstrous, it consumed the sky. There was no way to outrun such calamity and as the destructive force neared, the people fell to their knees and prayed to the all god for protection. When the waters reached them, so too were they consumed by the cold embrace of death. The quiet solitude of death did not keep them long as the piercing ray of the sun awoken them to a new land far greener and full of life than any they'd glimpsed before. Even their bodies, which had been marked and scarred from arcs of field work, were bare of any blemishes. They'd been risen from the dead with new life pumping through their veins. The All God, a title now shared among certain Immortals, is credited for this miracle however, no one is certain who saved the people of Ne'haer that fateful day...

Image
The Soul of Erhan Cross - Erhan Cross was a soldier who served within the Blades of Zafra a short while after the faction's creation. It is said that he was a man notorious for the abuse and belittlement of women, and racist against the Tunawa who'd just started living in Ne'haer. His misdeeds won him a ticket to the front lines in a fight against an Aukari assault group within the Willow Woods. The fight was won by Ne'haer, however, Erhan Cross was among the numerous dead that littered the woods. Some thought it a blessing when they heard of his death and took no care to dispose of his body honorably. Over the years, several groups of travelers have reported to the city guard a man of their rank fighting viciously in the woods against Aukari soldiers. The Blades have received this report so many times, they've brushed them off without so much as sending scouts to check. Other groups have taking in a Zafra Knight for the evening, only to have him disappear before morning, leaving items places oddly around the camp.

Image
Anak of the Mist - Deep within the Willow Woods lives the spirit of a lion, one that may have connections to the legends of Dia's lost lions from ancient times. Legend states that this massive creature only appears on nights where one of the moons of Idalos is full and looks down into the waters of the Baylo Pond. Some have seen this animal drink from the pond, it's shimmering, ethereal blue glow nearly lighting up the forest around it while remaining in the light of the moon. Some wonder if it is a familiar commanded by its Sev'ryn half to scare away travelers from the area. Others ponder if it is an evil spirit meant to lead curious adventurers away from the roads and into the thick brush of the forest. Those who claim to have approached the lion say that it disappeared within the shadows spawned from passing clouds, but they are believed to be lunatics.

Image
The Red Haze Within the Willow Woods lurks a number of souls. Most of these souls are trapped being that could not find peace within death, other souls remain to wreck havoc on the living for person enjoyment. These souls are not under oath by Famula, therefore they are considered to be almost always malevolent. At times, these ghosts attach themselves to travelers, venturing away from the forests and causing mayhem in that person's life. Legend states that as the attached ghost weakens the will of the individual close enough to possession, the Red Haze will be seen. Legend says it is the border to the Beneath where ghost soul and living body meet. Legend also states that going through the Red Haze will steal the livings body, leaving them alive but trapped as a ghost until a Family marked can free their body from wherever it has gone before they are permanently made a ghost.

Image
Curse of the Stone Caverns - The Stone Caverns aren't too far out from the city of Ne'haer but are rumored to be just as haunted as the Willow Woods. The Stone Caverns was once an ideal location for cult followers and those who prayed for destruction. However, one night a weakened rock wall saw the entrapment of a number of people beneath the earth. Due to Ne'haer's views on such religious practice, the people were left stranded in the Stone Caverns for days. They worshiped their deities during this time, but when hunger became too much, they slowly turned on each other. One after another, after another till there was only one left within the darkness. Legend states that the last living cult member had somehow dug their way from the rock with only their insanity to guide them and found themselves at the feet of an Immortal so maddened by their wickedness, they cursed the mortal into a life of damnation. Several adventurers have entered the Caverns in later years and have reported a sense of confusion and delirium after spending time there. Rumors have spread that some of these travelers ended up going insane shortly after their departure from the Caverns.

Image
Weeping Statue - The Weeping Statue is located in Ne'haer's town square, situated upon an enormous and exquisitely decorated fountain. The Weeping Statue is surrounded by the All God, the worshiped deities of Ne'haer that look after the city's balance and prosperity. Legend states that if you visit the weeping statue during a rain storm and inquire about his tears, he will thank you with an answer to a question that lingers in your heart. Some claim that he speaks to you, others claim that he visits you in dreams to guide you to these answers. Most never hear or see him, though they feel guided towards something after visiting him.


Image
The Koth'iki Circle - The Koth'iki Circle is another Legend located within the Willow Woods, one spawned from the whispers of the Tunawa freed slaves. The circle lies just beyond the tree line of the Willow Woods and is a magnificent natural garden with a variety of herbs, flowers, fruits, and vegetables. How the circle came to exist or how it seems to grow its vegetation so quickly is a mystery to all. The Legend behind the Koth'iki Circle is that, during the time of resurrection from the Great Wave, Moseke used the circle as her own personal shelter. Within the middle of the circle is a large stone and wood fort that has etchings in an unusual language written across its walls. The stone fort is carpeted in vine on the inside and holds within it a number of medicinal herbs not commonly found in the region. They say those that enter the circle are blessed of mind and heart while those seeking harm or deadly intent are rejected from the gardens one way or another. This is the same for the spirits of Idalos.

Image
Siren of the Sandstone Waters - The legend of the Sandstone Waters is one that has been carried down from ancient times. Those that visit the shores and caves may note the many large, colorful seashells scattered throughout the sand. This Legend tells of a Mer who would bargain with mortals using secrets as payment. If one would like to bargain their secrets for something their heart dearly possesses, all they would need to do is whisper a secret within a seashell from the shores or the caves and throw it within the lake. If the secret isn't truth or isn't worth a price, it is said the Mer would unleash her wrath in the form of water serpents meant to drag you to the lake's murky depths. Others say that if you hold a seashell to your ear, you may hear a secret whispered from it.

Image
Soul of the Champion of Jyroon, Marith Eddrus - Within the Champion's Graveyard lurks a shadow of a ghost, a warrior that carries a great sword between their palms. Marith Eddrus is claimed to be the spirit that haunts the graveyard, watching over all who rest so that they may never be disturbed from their slumber. She is thought to be a noticeable presence within the graveyard, even though most cannot see her. She is clothed in full plate armor with a ruined cloak that bears the insignia of Jyroon's champion, though most would not know of the Immortal in present times. Marith Eddrus is a spirit to be reckoned with and despises all who enter the graveyard wielding magic. Due to the ancient markings around the graveyard, Marith is able to attack those who enter her domain with intent to do harm. This also includes magic users of any kind. She is not a merciful spirit and not one who talks, if at all. She as become nothing more than a guardian of the dead.

Image
The Daridos The Daridos as a group of mischievous fay folk who take pleasure in stealing precious or valued items. They lurk in every corner of the world, in every place, waiting to capture something truly worthwhile within their tiny palms. They cannot be seen or heard by most mortals, and those of Sev'ryn and Tunawa descent are thought to be insane when they admit to seeing or communication with one. Should you ever have anything go missing, ever, it is probably because the Daridos took it!



Lochness of the Gardens - The Lochgrass Gardens are home to many plants and animals, but some say there is more within the waters of the pond than simple fish. Citizens claim to see a serpent-like spirit, small in size, with long, thin wings spring up from below the pond waters in the early morning hours. They said it is a guardian of the lake, a spirit animal sent by the Mer tribe to look after the creatures within the waters of the Lochgrass Gardens. Legend tells that if you offer something precious to the spirit, be it money or an item, you are blessed with luck and prosperity for the week. Others say that if you use the water from the pond to grow your garden, it will thrive better with tastier produce.

Image
The Tokon - A more recent legend that has developed within Ne'haer, the Tokon are more or less considered a figment of the imagination. In terms of size these creatures actually dwarve the Tunawa in comparison, the largest having been 'seen' said to be no more than four inches tall. Creatures that are so small that they in fact live practically unnoticed, tucked within the nooks and crannies of places located all throughout Ne'haer.

The Tokon are popularly associated with children as they're believed to grant wishes, and though rarely sighted in general it's usually children that mention them. As they're almost quite invisible to the naked eye many still insinuate they're the cause for things; if a random object falls from it's place or altogether becomes missing that is. They possess a keen intellect that helps keep them invisible to the world, thus they're extremely rare to come across in their vast world of giants.

** If you have an interesting legend you'd like to add to Ne'haer's history, please PM one of the prophets of Ne'haer!
word count: 2012
Image
"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

[Ne'haer] City Lore

City Aesthetics

Image
Ne'haer is a city constructed with white stone imported from the Red Caves, giving the city a luminescent look during particularly sunny days or bright nights. Large walls encompass nearly all sides of the city save for the oceanfront where the docks are located. When approaching Ne'haer from the woods, one can see the towering walls before much of the buildings inside. These walls are fortified with linings of metal and stone while the gates leading into the city mirror the walls in much the same manner: metal and massive. The walls stand nearly three stories high and are equipped with a number of guards, siege weapons, and other items to deter attackers. At each gate stand members of the Blades of Zafra to check Caravans, documentation, and groups of travelers entering the city to ensure they aren't potential threats.

When inside the city, the roads are paved in white stone and crowded with a number of citizens. The density of such crowds increases the closer one travel's to Ne'haer's city square which is located at the city's center. Every building is built to match the white theme of Ne'haer. White stone, colored brick, and stone wood are a number of resources used to construct each establishment. The only thing glaringly different are the red-brown slates used for roofing.

Another feature of the city are the man-made canals they've ran through most of Ne'haer for transportation purposes. The canals are neither wide nor deep as their existence is really only there for transportation purposes, mostly of goods to and from the docks to the Halls of Minah. However, there are some businesses that offer other services upon the canals.

Vhalar 716 saw Ne'haer nearly leveled by a fight between the Immortals. Having endured a number of days defending the city from the attacks of Shadow Creatures, the city welcomed it's defending Immortals with open arms, only to be invaded by Aukari soldiers and Faldrun himself. Once most civilians were transported from the city, as well as the Immortals, Faldrun made his escape and left his occult followers to burn the remaining military force and the buildings they defended to the ground. The Blades of Zafra, partnered with the Wings, beat back the Aukari and sent them running from the city. The season of Vhalar and Zi'da were spent pouring gold into reconstructing the gates, the walls, the roads, and the buildings. Effort was pulled in from all territories and alliances to finish reconstruction before Cylus hit. Those most areas of the city have been rebuilt, some still lay in ruins.
word count: 461
Image
"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

[Ne'haer] City Lore

Climate

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.

Ashan (123)
Image
  • 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.
Ymiden (83)
Image
  • As Ymiden rolls into the region, temperature starts to rise from pleasantly even to warm, mildly hot days. Since the Ashan season is over, and with it the green haze of pollen and rebirth, Ymiden shows a vibrant, thriving side of nature in Ne'haer. The Willow Woods seem active and full of life. The waters of Lake Rea and the canals within the city glisten with clearness and purity. Ne'haer shines beautifully during Ymiden, however, the humidity seems to be the only thing to detract from the overall enjoyment of this city. Humidity is a thing to note during this season as some days, it leads many working on the fields to clerics of the Adunih due to heat stroke. The heat of Ymiden is nothing compared to the twin suns of Saun.
Saun (40)
Image
  • Saun is unbearably hot in Ne'haer. One could potentially cook meat atop the stone streets if they wanted to. The Saun season brings with it another, smaller sun that makes the days all the more excruciating to live through. Soldiers dressed in partial gear atop the walls have to cycle out every break due to the heat. Even citizens dress down to as little as socially acceptable to try to beat the heat. During this season, many venture to the Sandstone beaches in search of relief within the cool waters of the lake. It's not seen often, but hurricanes produced during this season are often very massive and destructive.
Vhalar (123)
Image
  • 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 leaves, and just like the gust of wind before a storm, Zi'da breezes into Ne'haer on clouds of cool, icy air.
Zi’da (93)
Image
  • With Vhalar coming to an end, the heat from Ashan, Ymiden, and Saun fades away due to the cool winter touch of Zi'da. Being that Ne'haer is settled along the waterfront, it isn't often that they receive snow fall. In some cases, it's a light dusting or flurries but very rarely will they ever experience a snowstorm. The chill in the air is something one notes while in Ne'haer, along with the winds from the ocean that makes the temperature feel colder than it actually is. However, the further one travels from Ne'haer, the more likely they are to come across small snow storms without the added gale. During the last few days of Zi'da, one of the moons of Idalos slowly creeps in front of the sun, leaving all in twilight.

Cylus (30)
Image
  • 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 fall 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.
word count: 774
Image
"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

[Ne'haer] City Lore

Lake Rea

Image
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.

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...

The Yunori Tribe
Image
Having been the longest tribe to live within Lake Rea, along side a few from the Oyoqlar tribe, the Yunori Mer are a proud people that, much like the Biqaj, enjoy tradition, structure, and respect. Though their tribe is small due to their strict rules, they still make waves within the water with their renown talent for construction and battle prowess.

The Aluneen, roughly titled 'The Sanctuary' lies at the center of Lake Rea and spans nearly the entire bottom of it. The Yunori tend to the Aluneen as it is mostly composed of coral and marine plant life. Built within this reef are large structures made from rock and stone that has since been engulfed in plant life. A special kind of bioluminescent moss paints the outer and inner walls of these structures, illuminating the sanctuary in the dead of night, beneath the waters.

The Sanctuary is visited by a number of tribes and humans alike, those that have the capability to breathe underwater, that is. Aluneen acts as a trading port of sorts for the Mer, importing in a number of resources only found within the deepest parts of the ocean while exporting special plants, medicinal herbs, harvested fish parts, and a number of scavenged items from ship wrecks. They also specialize in buying and selling information from current to current.

The Yunori have an alliance contract with Ne'haer through trade only. Though they have established peace, some members of the tribe have taken up arms against land dwellers who've either stolen, harmed, or have done some injustice toward the lake and Mer within it. These people operate off of the old 'eye for an eye' saying. Due to this, tensions between the city and tribe still exist, even after so many arcs.

A member of the Yunori Tribe is easy to spot if one notices the subtle traits they carry. Yunori tribe members tend to breed strictly with the Oyoqlar and Soro'koralli Tribe only. Depending on which tribe they mate into, often times will produce Mer that appear semi-human. The Yunori have fins around their ears, down their backs and along their sides. Some may or may not have them on their arms as well but almost always is their chest and torso human, save for the gills on the sides of their neck or rib cage. Their tails are normally quite long and massive, very vibrant with long, curtain like fins. Their decorative forms allow them to blend in easily with the reef.

Tribe Ranks
The Tai'en – Chief – Restricted Rank
The Isdanu – Protectors
The Oriban – Coral Reef Tenders
The Anuwa – Merchants / All Others
The Oyoqlar Tribe

Image

The Oyoqlar live along side the Yunori in quiet, subdued peace. This tribe is non-confrontational and have strict, set laws against acts of retaliation, land-dwelling, and land walker association. The tend to let the Yunori handle all trade negotiations while denying any involvement to the actions that some of their tribesmen take against the citizens of Ne'haer.

The Oyoqlar have branched out from where the Yunori reside within the Aluneen and have established roots at the mouth of the Anari River. It is here that the Oyoqlar built shallows for Mer transformations and have since appointed themselves caretakers of the area and people within it. The Shallows are open to all Mer who wish to transform and walk with the land dwellers for a period of time. The Oyoqlar's own rules forbid any tribesmen from remaining land bound for longer than five days.

Each Mer that enters the Shallows is paired with an Oyoqlar tribe member who will see to their care while shifting and thereafter. They will be responsible for preparing items for the changed Mer to take with them on land, as well as help their bodies shift back when they return. The Oyoqlar are most known for their medicinal techniques and herbal remedies. They are quite knowledgeably, wise, friendly, and passionate.

Unlike the Yunori, the Oyoqlar tribe resemble humans the most. Their upper torso is completely human, save for the hair, eyes, and nails while their lower half consists of a giant, muscular fish tail. The eyes of an Oyoqlar tribe member normally lack pupils, while their hair is either incredibly white or a variety of colorful shades. Their hands are webbed and clawed to assist them in swimming quicker. These Mer folk normally don't have vibrant, fluttery fins like the Yunori, however, they are excellent swimmers given their large tails and could out swim most threats.

Tribe Ranks
The Erah'i – The Elders – Restricted Rank
The Mossira – Caretakers / Medicine Mer
The Onayta – Gardeners / Teachers
word count: 1037
Image
"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

[Ne'haer] City Lore

Territories

Since the birth of the city, Ne'haer has struggled to maintain peace with the territories surrounding its borders. While the Arcs came and went, many of these territories decided to follow through with negotiations that the council requested so that they may come to peace, provide and protect each other, as well as control a larger amount of land for the city's growing population. However, some of these territories did not succumb to Ne'haer's proposals, mainly due to the fact the city wanted to outlaw slavery, and so they continue to operate within themselves. Though they still trade with Ne'haer, as much as their prides allow them to, that is.
Treth

Image

Considered a small town, Treth is mostly composed of a large farming community that deals in massive agriculture and animal husbandry and training, mainly for horses and other common mounts. Treth does not have a military of its own though it is looked after by members of the Blades of Zafra to ensure its protection and stability. The town is not as populated nor as accommodating as the city is. There are few shops to trade with and Inns to rest, however, there are many knowledgeable people there who can provide insight into many things. Treth has 2 elected officials to speak on the town's behalf. These elections are held every arc.
Cycres

Image

Cycres’s population is much larger than Treth as this town, like Argos, is a massive producer of small ships and equipment for boats. Like Treth, Cycres doesn’t have a standing military and so, through negotiations, they’ve acquired a number of members from the Blades to protect the city and keep order. However, it is not enough. Cycres is victim to a many thefts and attacks throughout the arc. Since the town is nestled unprotected on the coast of the river, they’ve become an easy target for Pirates, Mer raiders, and even Bandits. Ne’haer dispatches armed forces often to this town but due to other pressing matters, they are not able to maintain the troops there for a long period of time. Because of this, members of the town hold unpleasant views of Ne’haer and its current council. Cycres has only 1 elected representative who has used unfavorable methods to retain their position throughout the arcs.
Millstone

Image

Millstone has quite a large population, however, they do not intend to expand their walls or numbers as Ne’haer did. This town is governed by the Lord and/or Lady that is elected into the political seat. Residing in this town are a number of wealthy individuals that are able to trade well beyond Ne’haer and even hire their own military. Though it’s small, the military within this town is enough to keep it safe from outside enemies. The town itself focuses on a number of things, though the center of their skills revolve around crafting items like clothes, jewelry, weapons, and armor. This town is not lacking entertainment, nor shops or rest spots for travelers. They do tend to raise prices for things rather high and if one isn’t too careful, they may end up getting ripped off. A number of people come to settle in Millstone, most of those people being nobles from the Kingdom of Rynmere. If they don’t settle, they may tend to buy housing in the town. There are a number of large, finely built houses that sit empty due to this.
Yurrova

Image

Yurrova is amok with chaos. Recently added into the treaty of peace between Ne’haer and the other territories, the town has been under attack from the neighboring House of Ironridge. Yurrova its own fortress, housed many people in and around its walls, it had withstood almost to the breaking point. Once the treaty was signed, however, faction members that tend to Ne’haer’s defences were dispatched to Yurrova to protect it. Now there is a battle to maintain Yurrova’s peace and protection while attempting to rebuild and fortify better defences until Ironridge either comes to peaceful terms or is overtaken. Before the battles had begun, Yurrova was a bustling town that was governed by House Renner. This town had seen many take overs from the time it became a village until now. From simple villagers to being occupied as a bandit camp, overtaken by a clan of warriors to being labeled as a large estate that was later burned to ruins only to be rebuilt by the Ironridge House themselves who later sold the estate to House Morandi. Upon which, through many marriages, money dumped into the estate, and travelers coming yet never going, the estate turned into a town. Now that they have given their territory over to Ne’haer for protection, the town is slowly trying to get back on their feet. Yurrova is another town that can afford to trade outside of Ne’haer as their specialization in dyes, fabrics, unique herbal remedies, and a variety of furs bring them lots of money. They also sit close to mines, exporting gems, stone, and other construction material.
Bayward

Image

Considered by some to be a smuggler's town for drunken pirates, the realities of living in Bayward can be quite different to what most expect. After pirates took back the city of Bayward from Ne'haer, Crux Dregoon settled himself in the head seat of a council. While Bayward can be a rough and dangerous place, especially with the unhidden drug industry that brings in most of the town's income, it may not be quite as lawless as one might expect at first glance. For all that, though, Bayward and Ne'haer seem to have a never-ending struggle for power in the region.
Hyran

Image

A hopeful alliance to add to Ne’haer’s territory, Hyran is governed by yet another noble House, The Marthels. Though Hyran is technically considered a large estate, most look at it as a very expansive village or small town due to the number of settlers around it. It sees its fair share of visitors and has shops and resting spots for travelers as well as its own military to protect themselves from local threats, mainly the Ironridge and their quiet, yet useless advances. However, the House of Marthel doesn’t wish to dabble in the affairs of politics. Their rural life out in the forests contains their peace and happiness and they do not wish to jeopardize this by taking on other's burdens. Hyran continues to trade with Ne’haer in exchange for a proper education for their citizens and employment opportunities. The House Marthel understand there is not much coin to be made in their lands except off the material they export. Hopefully in the near future, they may reconsider negotiations with Ne’haer.
Lysoria

Image

The lakeside city of Lysoria towers above the surrounding woodlands and overlooks the Salt Lake, which they have long claimed ownership of. They say none know The Red Caves quite as well as the people of Lysoria, who for generations have used the tunnels to move between their lands and the neighboring lands of Ironridge, a long-time ally to their people. Lysoria, though a city, is quite small compared to the massive population of Ne'haer. Even so, they wish to keep separate from that city due to their regulations on slavery and their system of leadership.

Lysoria, governed by Theon and Kemma of the House of Amielle and considered the ruling family of the lands, sits just beyond a massive salt lake built Arcs ago that is considered one of the city's most profitable sources of Nel. The city itself is built from a mixture of the salt taken from the lake and special metals and minerals mined from the Red Caves. Lysoria, though not as populated or massive as Ne'haer, stands tall nonetheless. The House of Amielle has a number of member that stretch around the globe, though there are other houses within Lysoria that are not so prominently recognized. However, these is another reason Lysoria is so well known and its not just for its Salt Lake. Rumors have cycled about extreme punishment taken place within the city for small crimes as well as instability within the Amielle house. Some have speculated that the Lord is having an affair while others press that the child Lady Kemma cares is a bastard.
Ironridge

Image

Located in the picturesque foothills of the northern territory of Ne’haer, Ironridge is as old as it is beautiful, the aged stone towering within the surrounding forests, fitted together like silver dragon scales. Perhaps the regions only weakness is access to water, surviving namely on what they can draw from nearby creeks or wells, making the hot cycle often unbearable. Ironridge is occupied by a proud, prideful people, sometimes looked upon as arrogant, haughty, and sometimes brutal. Ironridge men and women are typically strong folk, tall, and protective of their own. They excel at crafting armor and weapons from the rare gems, minerals, and metals they pull from the mines that surround their homeland. Due to this, the citizens often wear metal with their clothing, sometimes appearing as armor, however, metal is a way of showing status in their society.

Ironridge is governed by Lord Vurris Lokhert who has been seated on the throne of the lands for over 60 Arcs. He has ruled with an iron fist, literally. After dozens of battles faces with opposing neighbors or rogue groups of criminals, he has lost a limb or two over time. This doesn't stop him from dealing out justice when justice is due. He doesn't look upon outsiders fondly and has occasionally tossed a messenger or two into the fighting pits within the town. Though he can be a strict ruler, Lord Lokhert his protective of his people and tends to be a somewhat lenient ruler.

Ironridge has quite a massive army for its town. It has been able to withstand Ne'haer's forces in Yurrova for quite some time. Though the town (verging on city) is small compared to Ne'haer, they have several factions within its walls and take aid from it's allies when needed.

Travel Time Information

Please send Jade or any other Prophets handling Ne'haer a message if you wish to travel from one territory to another that is not Ne'haer. We will let you know how much time is needed to travel.

Place Foot Mount Caravan Boat Air
Ne'haer - Treth 4 days 2 days 2 days 1 day 1 day
Ne'haer - Cycres N/A 2 days* N/A 1 day 1 day
Ne'haer - Bayward 15 days 10 days 12 days 6 days 4 days
Ne'haer - Millstone 18 days 12 days 14 days 8 days 3 days
Ne'haer - Yurrova N/A 18 days* N/A 12 days 7 days
Ne'haer - Hyran N/A 11 days* N/A 7 days 3 days
Ne'haer - Lysoria N/A 16 days* N/A 10 days 9 days
Ne'haer - Ironridge N/A 22 days* N/A N/A 12 days

* If you have a mount that can swim for long distances and travel on land.

Image
word count: 1976
Image
"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

[Ne'haer] City Lore

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: 2,760,000
City Suburbs: 1,830,000
Regional Demographics
Treth3,000
Cycres25,000
Millstone150,000
Yurrova300,000
Bayward900,000
Hyran900,000
Lysoria1,200,000
Ironridge1,500,000
word count: 120
Image
"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

[Ne'haer] City Lore

Regional Attitudes


AreaCoat of ArmsOpinions
Ne'haer
Image
Treth - Amiable, Cycres - Dislike, Millstone - Amiable, Yurrova - Indifferent, Bayward - Disdain, Hyran - Indifferent, Lysoria - Dislike, Ironridge - Disdain
Treth
Image
Ne'haer - Amiable, Cycres - Dislike, Millstone - Amiable, Yurrova - Indifferent, Bayward - Disdain, Hyran - Indifferent, Lysoria - Indifferent, Ironridge - Indifferent
Cycres
Image
Ne'haer - Disdain, Treth - Dislike, Millstone - Indifferent, Yurrova - Indifferent, Bayward - Indifferent, Hyran - Dislike, Lysoria - Amiable, Ironridge - Indifferent
Millstone
Image
Ne'haer - Amiable, Treth - Amiable, Cycres - Indifferent, Yurrova - Amiable, Bayward - Disdain, Hyran - Amiable, Lysoria - Indifferent, Ironridge - Indifferent
Yurrova
Image
Ne'haer - Dislike, Treth - Indifferent, Cycres - Indifferent, Millstone - Amiable, Bayward - Indifferent, Hyran - Amiable, Lysoria - Indifferent, Ironridge - disdain
Bayward
Image
Ne'haer - Disdain, Treth - Indifferent, Cycres - Amiable, Millstone - Indifferent, Yurrova - Indifferent, Hyran - Indifferent, Lysoria - Indifferent, Ironridge - Dislike
Hyran
Image
Ne'haer - Indifferent, Treth - Indifferent, Cycres - Dislike, Millstone - Amiable, Yurrova - Indifferent, Bayward - Dislike, Lysoria - Indifferent, Ironridge - Amiable
Lysoria
Image
Ne'haer - Dislike, Treth - Indifferent, Cycres - Dislike, Millstone - Indifferent, Yurrova - Dislike, Bayward - Dislike, Hyran - Indifferent, Ironridge - Amiable
Ironridge
Image
Ne'haer - Disdain, Treth - Dislike, Cycres - Dislike, Millstone - Indifferent, Yurrova - disdain, Bayward - Dislike, Hyran - Amiable, Lysoria - Amiable
word count: 199
Image
"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
Locked Request an XP Review Claim Wealth Thread

Return to “Chambers of Prayer Archives”