[Ne'haer] City Lore

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[Ne'haer] City Lore

Regional Trade

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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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[Ne'haer] City Lore

Trade Routes

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Northern RouteEastern RouteWestern Route

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.
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[Ne'haer] City Lore

The Seventh Hand

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“There's no shortcut to learning a craft; you just have to put the sweat in.”


The Seventh Hand is a faction of crafters established in the city of Ne’haer. Commonly known as the ‘Hands’, the faction is divided into seven sectors that include and encompass much of the known crafts throughout the world. This faction is extremely independent and contribute to a large part of the city’s manual labor, agriculture, and medicine. Becoming a member to a sector of the Hands is quite beneficial, but brings with it its own burdens that must be carried by each member.

Introduction
Initially started as a council to govern the crafts of the city, the Seventh Hand grew to quickly encompass all craftsman in the city. Though there are a few independent artisans, most belong to the Hand in some capacity or another.

The Hand provides support for the individual craftsman, allowing them a certain amount of autonomy in exchange for their hard work and dedication to their individual craft. Though initially only encompassing craftsman, the Hand grew to allow manual laborers of all sorts in the city.

Initiation Within The Faction
Each faction brings with it its own kind of initiation. For the Hands, this initiation is a one time fee of 200 GN that buys their place within the faction, a kit specifically designed for their craft, access to the tools and first level raw materials provided by the faction, mentorship in their chosen craft, a vast list of recipes, and much more.

Ranks
The ranks are the same across each sector. Progression of ranks is achieved by purchase of coin, adequate knowledge and skill, contribution to faction and city, and reputation. Reputation should be as important to a craftsmen as the items they craft since no one will want to acknowledge them as a creditable, skilled, artisan if they cannot appease the requests of their client.

Initiate
An initiate is normally a brand new member that has joined a sector of the Hands. Their skills are not honed enough to impress few, if any, and they are looked after under a close eye by all those above them. Initiates are normally people who have little to no skill in their chosen craft, or just enough to warrant an interest to join the faction. Regardless, they are compared to a student learning to read and write, needing help to understand the basics of their craft.

Craftsman
Those who are considered Craftsmen are individuals who have taken the basics of their craft, along with the suggestions from their mentors, and have applied both in their craft along with their own, personal flare to a small degree. Craftsmen have achieved a level where they may begin to explore their craft and venture down avenues with their own personal guidance and interests without needing constant assistance and notes from their mentors. Craftsmen make up a large part of The Seventh Hand, as they are relied upon the most to repeatedly produce items by way of recipes, practicing their skills continuously to better hone them. They are the transition from novice to master, seeking to find a path that suits their interests.

Artisan
Artisans are experts of their craft. They are sought out as mentors and often direct initiates in the way of developing and practicing their craft. Artisans have explored the paths they’ve taken to understanding their practice and have chosen specific fields to tailor their gifts to. They’ve combined recipes and personal flare to produce unique things for others, often taken with praise and delight at the skill put into such items. An Artisan’s knowledge is reflected in their work which holds the highest importance to them.

Grandmaster
Grandmasters a legends in their craft. Not only are they masters with a vast set of skills and knowledge, they’ve produced countless recipes, have developed a number of items, and have establish a reputation that exceeds the walls of Ne’haer to the vast worlds around them. Grandmasters are few and far between and there are only a few situated with the Hands that have earned such a respectable title. Not only is their time extremely valuable, so are the items produced by them.

Benefits of The Seventh Hand
Benefits include: Access to Faction resources like raw materials to craft with. Higher the level, more resources available for them to use. Ability to use Faction space and tools, at initiation. Characters may design recipes to be submitted for GN.

Faction Location and Resources
Though each Hand has separate spaces for their crafts, the seven Grandmasters meet in a council hall to discuss matters that affect the whole of the guild. Often, these matters are increases or decreases in pricing, materials, etc.

For most of the common materials, the guild can have them imported for a minimal fee. The guild takes a small percentage on top, since the material is coming at a discounted price.


Sectors of The Hands

The Hand of the Silver Hammer - Located near the center of the city, the Silver Hammer Forge is nearly constantly operating, no matter the time of the trial. The forge is massive, affording several positions within, though most are smiths looking to hone their craft making armor.

Initiate

Craftsman

Artisan

Grandmaster


The Hand of the Ringing Anvil - Located not far from the Silver Hammer Forge, the Ringing Anvil is the city’s answer to the armorers. Specializing in weapons, the Ringing Anvil is the preeminent smithy in Ne’haer for weaponsmiths. Always filled with orders, the smithy never seems to stop running.

Initiate

Craftsman

Artisan

Grandmaster

The Hand of the Sown Field - Actually a conglomerate of city-subsidized farms and their owners, the Sown Field is the major source of agricultural prowess in the city. The guild offers laboratories and documents outlining new and up-coming agricultural breakthroughs and botanical treatises.

Initiate

Craftsman

Artisan

Grandmaster

The Hand of the Trowel and Lathe - The largest of the guilds, because it encompasses two smaller guilds, the Trowel and Lathe is the most “common” of the guilds. The craftsman in the Trowel and Lathe deal with masonry and woodworking respectively, and are instrumental in maintaining the buildings and defenses of the city. Additionally, many of the craftsman are contracted out to build homes and furniture.

Initiate

Craftsman

Artisan

Grandmaster

The Hand of the Spun Thread - The premiere tailors and clothmakers in the city, the Spun Thread are typically contracted to make everything from common clothing to expensive ball gowns. The Spun Thread are often tasked with crafting inexpensive clothing and blankets to give to the homeless with any leftover materials.

Initiate

Craftsman

Artisan

Grandmaster

The Hand of the Sizzling Fire - The Sizzling Fire encompasses all trades related to the food and beverages. Plenty of chefs, vintners , brewers/brewsters, mixologists and distillers find their home in this Hand. There are multiple locations for this Hand, including vineyards, breweries and multiple restaurants.

initiate

Craftsman

Artisan

Grandmaster

The Hand of the Brush and String - Perhaps the most loosely associated Hand, The Brush and String is no less important. They are entertainers, musicians and artists that are often contracted to relieve the tension and stress of hard living. They are the ones who live most on the generosity of others, and are often very involved in the community, mostly because it’s the best way to get their names out.

Initiate

Craftsman

Artisan

Grandmaster


Credit to Djinn
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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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[Ne'haer] City Lore

Housing

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[Ne'haer] City Lore

Business Information

It is encouraged that citizens of Ne’haer take interest in owning businesses or a business location, especially after the attacks on the city in Vhalar of 716. Many of the shops, and shopkeepers, were wiped out during the battles and while reconstruction brought the structures back to life, the rooms within them lay vacant yet. That is why the city of Ne’haer is willing to overlook certain application charges to bring new life and residence back to the area.

Between Zi’da 716 and Ashan 717, Ne’haer will overlook business application fees.

Owning a business within the city can be very fruitful if given time and investment. Unlike normal jobs, a business wage increase is +3gn for completing your job thread, this is because businesses cost money to start up, require the player to have more skills, and cost more in order to keep them running.

Requirements
  • Must have 25 skill points in Business Related Skill.
  • Must pay 150 Gold Nel for business documentation and city seal of approval OR consult your city’s Merchant Guild for registration and business permissions.
  • Must list and purchase all items the store will have and include as their stock upon opening. (You may request a loan from your city for financial support when starting your business.)
  • Must reinvest at least 100gn per season in first business. To keep the business running, Players must invest at least 100gn per season, this might be spent on buying more land or a bigger workshop, stock, etc.
  • Must be a registered citizen of Ne'haer
  • Must not be a criminal or deserter.
Types of Business Fronts

In Ne'haer, the 500gn start-up fee is simply for documentation, government approval stamps, and other authentication purposes. This does not include purchase of the business location, supplies to stock the business, or money to pay employees to run it. Generally there are two types of businesses in Ne'haer and the cost for purchasing them are listed below.


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Business Type One

Type One businesses are usually starter shops.
Cost of Shop: 5,000 - 10,000 GN
Size: 1,200 - 1,600 Sqft
Employee Capacity: 3












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Business Type Two

Type Two businesses are usually larger, more well known business names that have either been expanded on through investment or purchased from well known shopkeepers.
Cost of Shop: +10,000 GN
Size: +1,600 Sqft
Employee Capacity: 4






Of course, every business will be different and need a different amount of space and set up. These are the generalized costs for most common shops within the city. It should be noted that if you're interested in starting a business with your character, you should look at the Business Guide as well as check with Ne'haer prophets in regards to setting one up.
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[Ne'haer] City Lore

Government

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

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

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

Thalin Glaurid

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

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

Loren Ne'haer

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

Rauve de Vesci

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

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

Amélien Petronel

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

Antony Fransse - Deceased

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

Saebin Disanti

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

Alliances

Allied Cities / Towns / VillagesTrade ContractMilitary ContractAll/OtherEmbargoRelationship Status
Treth
x
x
x
Amiable
Cycres
x
x
x
Disdain
Millstone
x
x
x
Amiable
Yurrova
x
x
x
Disliked
Hyran
x
Indifferent
Lysoria
x
x
Dislike
Ironridge
x
Disdain
Bayward
x
Disdain
Argos
x
x
x
Amiable
Hiladrith
x
x
Amiable
Ivorian
x
x
x
Amiable
Uthaldria
x
x
Indifferent
Etzos
x
Indifferent
Rhakros
x
Disdain
Sirothelle
x
Disdain
Aluneen
x
x
Indifferent

** Subject to change as RP progresses.
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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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[Ne'haer] City Lore

Military
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“The way of the warrior is resolute acceptance of death. I welcome it.”
- Zafra, Son of Ethelynda
Introduction


Zafra, the Mortalborn son of Ethelynda, was a warrior whose bravery and valor was recognized by the city near its creation. Due to his zeal and fervor, many were drawn to his cause. The group, called Zafra’s Blade colloquially, then grew into something more. It was commissioned by the city of Ne’haer to be a standing military, to defend and protect for arcs to come. Zafra, who died in battle, said as his final words, “The way of the warrior is resolute acceptance of death. I welcome it.”

Code of The Blades of Zafra


The Zafra Knights adhere to a strict code of conduct. Each Blade swears an oath to uphold the code, as listed below.
1. Be honorable in all actions.
2. Loyalty above family.
3. Bravery above fear.
4. Resolute acceptance of death.
5. Duty above all else.
Ranks and Descriptions


1st Valiant
  • The Valiants lead the Company, and are tasked with maintaining close contact with each of their Legionnaires. They deal with much of the political side of the Blades, tending to hold meetings and consorting with the other Valiants to encourage the three companies to work together like a machine.
2nd Legionnaire
  • Each platoon in a company is led by a legionnaire. The legionnaire’s job is to ensure that his platoon is being properly trained, equipped and battle-readied. He travels amongst the barracks and checks quality of life, and is personally responsible for appointing the Quartermaster of the company.
3rd Quartermaster
  • The Quartermaster is the trainer of the company. Each quartermaster is hand-selected to by the three Legionnaires of the company, and is expected to temper the Initiates into hardened warriors. Though the training never quite stops, as an individual advances through the ranks, the quartermaster works most closely with Initiates and The Branded.
4th Crusader
  • The Crusaders are the elite warriors in a platoon, typically chosen by Legionnaires as their personal choice for succession. The crusader is groomed in tactics and interrogation to ensure that they are prepared both to lead and do what is necessary when the time comes. The number of crusaders varies, but there are never more than 10 among each company.
5th Knight
  • The knights make up the main bulk of the Blades of Zafra. These warriors are the front lines, and they give their lives in service of the Blades and defense of their code.
6th Sentinel
  • The sentinels are the next step of succession, Blades who are seriously considering remaining in the Blades for life. At this level, they begin to seriously hone their skills, coming to know their warcraft and position in the faction better.
7th Guardsman/Guardswoman
  • The guardsmen and guardswomen are initiates who have proven themselves to be reliable and productive members of the Blades. They have absconded the menial duties and are given somewhat more serious roles. The Blades at this level are typically assigned to city guard duties, and uphold peace and law in Ne’haer.
8th Initiate
  • The initiate is a beginner blade, and is typically given the menial duties of the group. The initiates prepare the meals, clean the barracks, wash the laundry. This is not seen as menial work, however, and is considering putting in one’s time in order to show one’s squadmates, platoon-mates and company that the individual is reliable and humble.
Skill Level Requirements

1st Valiant

Embersteel Malorite Steel
Leadership 90 Leadership 90 Leadership 90
Weapon Skill 90 Shield Combat 80 Ranged Weapon Skill 90
2nd Weapon Skill 80 Weapon Skill 80 Siege Weaponry 90
Tactics 70 Tactics 70 Tactics 80
Strength 70 Mount 60 Intelligence 70
Unarmed Combat 60 Negotiation 60 Mount 60
Mount 60 Siege Weaponry 50 Linguistics 50
Medicine 50 Medicine 50 Negotiation 50
Negotiation 50 Strength 50 Strength 40
2nd Legionnaire

Embersteel Malorite Steel
Leadership 80 Leadership 80 Leadership 80
Weapon Skill 80 Shield Combat 70 Ranged Weapon Skill 80
2nd Weapon Skill 70 Weapon Skill 70 Siege Weaponry 80
Tactics 60 Tactics 60 Tactics 70
Strength 60 Mount 50 Intelligence 60
Unarmed Combat 50 Negotiation 50 Mount 50
Mount 50 Siege Weaponry 40 Linguistics 40
Medicine 40 Medicine 40 Negotiation 40
Negotiation 40 Strength 40 Strength 30
3rd Quartermaster

Embersteel Malorite Steel
Leadership 70 Leadership 70 Leadership 70
Weapon Skill 70 Shield Combat 60 Ranged Weapon Skill 70
2nd Weapon Skill 60 Weapon Skill 60 Siege Weaponry 70
Tactics 50 Tactics 50 Tactics 60
Strength 50 Mount 40 Intelligence 50
Unarmed Combat 40 Negotiation 40 Mount 40
Mount 40 Siege Weaponry 30 Linguistics 30
Medicine 30 Medicine 30 Negotiation 30
Negotiation 30 Strength 30 Strength 20
4th Crusader

Embersteel Malorite Steel
Leadership 60 Leadership 60 Leadership 60
Weapon Skill 60 Shield Combat 50 Ranged Weapon Skill 60
2nd Weapon Skill 50 Weapon Skill 50 Siege Weaponry 60
Tactics 40 Tactics 40 Tactics 50
Strength 40 Mount 30 Intelligence 40
Unarmed Combat 30 Negotiation 30 Mount 30
Mount 30 Siege Weaponry 20 Linguistics 20
Medicine 20 Medicine 20 Negotiation 20
Negotiation 20 Strength 20 Strength 10
5th Knight

Embersteel Malorite Steel
Leadership 50 Leadership 50 Leadership 50
Weapon Skill 50 Shield Combat 40 Ranged Weapon Skill 50
2nd Weapon Skill 40 Weapon Skill 40 Siege Weaponry 50
Tactics 30 Tactics 30 Tactics 40
Strength 30 Mount 20 Intelligence 30
Unarmed Combat 20 Negotiation 20 Mount 20
Mount 20 Siege Weaponry 20 Linguistics 10
Medicine 10 Medicine 10 Negotiation 10
Negotiation 10 Strength 10 Strength 10
6th Sentinel

Embersteel Malorite Steel
Leadership 40 Leadership 40 Leadership 40
Weapon Skill 40 Shield Combat 30 Ranged Weapon Skill 40
2nd Weapon Skill 30 Weapon Skill 30 Siege Weaponry 40
Tactics 20 Tactics 20 Tactics 30
Strength 20 Mount 10 Intelligence 20
Unarmed Combat 10 Negotiation 10 Mount 10
Mount 10 Siege Weaponry 10 Linguistics 10
7th Guardsman/Guardswoman

Embersteel Malorite Steel
Leadership 30 Leadership 30 Leadership 30
Weapon Skill 30 Shield Combat 20 Ranged Weapon Skill 30
2nd Weapon Skill 20 Weapon Skill 20 Siege Weaponry 30
Tactics 10 Tactics 10 Tactics 20
Strength 10 Mount 10 Intelligence 10
8th Initiate

Embersteel Malorite Steel
Leadership 20 Leadership 20 Leadership 20
Weapon Skill 20 Shield Combat 20 Ranged Weapon Skill 20
Companies, Platoons, Squads


The Blades have three companies, which are comprised of three platoons that each have five squads under them. The companies, Embersteel, Malorite and Steel, are all specifically designed to specific tasks that each embodies. Embersteel is dedicated to the warriors, and is the unofficial “strikeforce” of the Blades. The Malorite Company is comprised of the defenders, and is typically where one would find defensive magic users and the devout. The Steel Company house the siege and anti-siege corps, where the Blades who comprise it are allowed to take one any number of jobs, from cryptography to tactics to siege weaponry.

Embersteel Company - Offensive
  • Bloodied Sword
    • The Dagger
    • The Caestus
    • The Morningstar
    • The Longsword
    • The Bastard - The "Strike Force" squad, comprised of bloodthirsty Blades that wish to do the ultimate amount of damage.
  • Blessed Hammer - Paladin-esque Warriors
    • The Lightbringers
    • The Oathkeepers
    • The Unvanquished
    • The Untarnished
    • The Revered - Comprised of the most devout warriors that focus on healing, medicine, and graft magic.
  • Sullied Spear
    • The Javelin
    • The Trident
    • The Pilum If I were your man, you’d listen when men are speaking.
    • The Glaive
    • The Scythe - A squad of warriors that come in behind the Bloodied Sword to finish off any who were not killed in the first wave of attacks. Essentially the "clean up crew".
Malorite Company - Defensive
  • Aegis
    • The Oaken
    • The Ebony
    • The Ironwood
    • The Mahogany
    • The Snakewood
  • Stalwart
    • The Shield
    • The Gauntlet
    • The Greave
    • The Breastplate
    • The Helm
  • Tower - Platoon that focuses on city protection and defense.
    • The Stonewall
    • The Iron Gate
    • The Broken Bridge
    • The Spiraled Minaret
    • The Abyssal Moat
Steel Company - Siege / Anti Siege
  • War Machine - Siege Platoon
    • The Catapult
    • The Trebuchet
    • The Ballista
    • The Mangonel
    • The Cannon
  • The Silver Tongue
    • Cryptographers
    • Cartographers
    • Tactical Hand
    • Ethos - Ethical war committee.
    • Crafters
  • Hurled Arrow
    • The Blackened Sky - Largest corporation of ranged fighters.
    • The Wings of Zafra - Mounted Bowmen.
    • The Taut Bowstring - Readied line of Bowmen, usually at the wall of the city.
    • The Dragon’s Maw - Squad that excels in Pyro-tactics.
    • The Poisoned Arrowhead - Squad that excels in poison, antidotes, and long ranged poisoned weapons.
The Wings of Zafra Mounts
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Blades of the Wings of Zafra are given mounts to ride once inducted into the Squad. These are war mounts, taken care of at the Blades facility and only ever used in times of war, battle, or long distance travel. Each member if given their own war mount, known as a Cheikori. These mounts are strictly carnivorous, adapt at aerial maneuvering, and cut down on travel time by a quarter of the distance.

Purpose Within and Beyond The City


The purpose of the Blades within the city it to provide defense and support to the city in times of war and crisis. At the first sign of trouble, the Blades are mobilized to relocate citizens to designated safe areas, man the defenses, and generally keep peace and order during the conflict. The Blades also offer support to those of the Branded— criminals who seek to redeem themselves of their crimes and/or curses. This faction is home to a number of healers and magic users. Though they do not house as many as The Adunih, they are well equipped to heal their warriors in times of crisis.

Beyond the city, the Zafra Knights are given to those in need of protection for the right price and rewards. To fund their rather large facility within Ne'haer, the Blades Factions sends its members all over the globe to assist others with troubling matters. The Blades are not allowed to assist cities or countries in which Ne'haer has tensions with. They tend to focus on assisting small towns, villages, and rising cities that have not allied themselves with other massive populations.

The Branded


Criminal members who are attempting to reform, the Branded are a division of warriors that are not true Blades in title. Though they are often paired within the platoons of the Blades, they are usually watched closely and kept on a short leash.
Requirements to be Branded: The individual must have committed a crime and/or have a curse in order to be Branded. Each Branded is given an amount of service before he or she is free, and some are offered the ability to stay and transition to a full-fledged member of the Blades of Zafra.

Faction Location In Ne’haer

Is residency possible?

The Blades have a complex inside the walls of Ne’haer, near the North Gate of the city. The complex is massive, each side mirroring the other. They are separated by a road leading into the city, which is surrounded by its own walls to keep it separate from the complex.

On each side, there is a large barracks that house the Blades when they are not training or on patrol. Located directly next to the barracks is a mess halls and behind the two buildings, the armories for each side. The armories are massive structures, maintained night and day by armed guards. Only Blades with the rank of Knight or higher are allowed into the armories without an accompanying Blade of appropriate rank.

In front of the barracks and mess halls are two large training fields, equipped for the multiple styles of combat. The fields are patrolled by the various Quartermasters, who oversee training and keep a vigilant eye on The Branded.

Residency is possible within the faction location. Please request it when enlisting if you wish to live at the location.

How to Join The Blades?


Speak with a moderator of Ne'haer.

Information credit goes to Djinn and Jade.
word count: 2200
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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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Jade
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[Ne'haer] City Lore

Naval Fleet
To be added.
word count: 19
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"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
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Wealth Tier: Tier 1

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Contribution

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Miscellaneous

Events

[Ne'haer] City Lore

Laws
Though Ne’haer is considered the city of religious tolerance, they are not so keen on law breakers and troublemakers. Sometimes, their rulings can be strict, if not verging on cruel, given that they have a prison built from solid stone and lacking windows completely. The laws are carved into the stone walls of the Judgement Halls so that everyone is aware of what to do and what not to do within the city.

People

  • Upon birth within the walls or surrounding farmlands of this great city does a babe receive privileges as a citizen of Ne'haer. They will be given the same rights, protection, and opportunities as any other citizen of Ne'haer.
  • Citizenship is required for all owner-less slaves who wish to remain in the city.
  • Citizens of Ne'haer may vote during elections and/or re-elections of council members. These events also allows citizens to run against council members for a chance at a seat.
  • All deserters, criminals with bounties on their heads, Aukari Spies, and other wanted felons will be immediately locked within prison until appropriate transportation is made for the criminal back to the city they are wanted in to face prosecution.
  • You may not discriminate against Mer, Avriel, or any race that does not pose a threat to the city of Ne'haer.
  • All citizens of Ne'haer are required to choose a path of education.
  • Murder is not allowed within the city of Ne'haer.
  • Trafficking of drugs, slaves, and illegal items is forbidden in Ne'haer.
  • You may not kidnap another individual or animal within Ne'haer.
  • You may not verbally harass or abuse another individual within Ne'haer.

Slavery

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

Property

  • Only citizens of Ne'haer may purchase land and shop locations.
  • Criminals who've spent time within the prison of Ne'haer may not vote, own land, or purchase shop locations.
  • You may not steal from any person or business within Ne'haer or its territories.
  • All citizens must pay their taxes and loans within a timely manner.
  • Business owners must pay their employees a meaningful wage.

Religion

  • Misuse of the temples and blasphemy within them is not permitted within Ne'haer.
  • You may not openly worship Faldrun, Kata, Mastes, Audrae, or Lisirra within the city or its surrounding territories.
  • You may not defile or ruin a shrine or temple.
  • You may not burn religious textbooks, holy items, or sacred areas.
  • You may not discriminate against marked individuals.
  • Magic within temples and shrines is not permitted.

Military

  • Military officials have a right over citizens during wartime.
  • Military officials have final say in all disputes between citizens.
  • Military officials are able to restrain, search or incarcerate any citizen.
  • All citizen are entitled to a trial within 30 trials of initial incarceration.
  • Military officials are able to enter any citizen's house with correct documentation. This can only be undertaken for searching purposes and no unnecessary damage must be done.

Council

  • Council members are afforded the same rights as military members.
  • Laws passed by the Council are subject to change and it is the responsibility of the individual to be up to date.
  • Council members must fight for their seat twice an Arc. If they are not fit for the responsibilities of their position, they may be outvoted from it by the people and replaced with another individual of choice.
word count: 988
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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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