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[Ne'haer] City Lore

Posted: Fri Jan 27, 2017 3:44 pm
by Jade
Punishments
Ne'haer handles punishment case by case. In the city, military officials have the right to seize a citizen who is breaking the law in some capacity. Depending on the crime, the individual may be held at the Blades' Faction location for a period of time or they may be thrown in the city prison. Normally, small crimes are punished with fines and a period of time in military custody before the individual is sent on their way.

Larger crimes, however, are cause for holding. By law, a person may be held within prison for a total of fourteen days before a hearing may be given to them whereupon they are escorted to the Judgement Halls. There, certain council members examine the case and the causes behind it. Should they feel the case warrants trial, they will send the individual back to prison until the trial is set. If the case is reasonable and the crime has valid reason, the charges will be dismissed and the individual freed immediately.

[Ne'haer] City Lore

Posted: Fri Jan 27, 2017 3:45 pm
by Jade
The Crones Blood
To be added.

[Ne'haer] City Lore

Posted: Fri Jan 27, 2017 3:45 pm
by Jade
Order of the Adunih
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Order of the Adunih

Known for being one of the world's largest factions of healers, the Order of the Adunih seek to promote health and wellness throughout the vast lands of Idalos. Focused mainly on healing injuries and sickness, a priest of the Adunih doesn't need any particular blessing to become apart of the organization. Most adventurers who come across a healer will find they are apart of the organization. The Order provides supplies and benefits to its members so they may help prolong a human's life, if even by a day.

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

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

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

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

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

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

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

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

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

[Ne'haer] City Lore

Posted: Fri Jan 27, 2017 3:46 pm
by Jade
The Whispers
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Comprised of a group of mercenary rogues, the Whispers Faction has been offered safe haven and shelter in Ne’haer in exchange for protection and information. The faction headquarters rests in the middle of the city and is protected by a series of charms and ancient symbols subtly painted on the outside of the building. Though it’s not quite as large as the Blades of Zafra’s faction building, it acts as a suitable lodge with plenty of chambers for rest, meeting rooms, a library, eating hall, and many other areas to keep the recruits busy.

Within the faction building resides three cells of Whispers. They often attempt to operate as one large cell but tensions arise between them and their recruits which cause rifts again and again. Each cell is divided by the symbol that they're given upon induction. When inducted into the Whispers, the recruit is given a ceremonial blade that is engraved with the symbol of their cell and only seen when blood coats it. Whether the recruit wishes to place the symbol somewhere on their skin or clothes is there choice, though it is not recommended.

Out of Character Induction Notes: Recruits must pass a series of tests before induction. These inductions may be self moderated, however, ranking up must be approved by a prophet of Ne’haer with a possibly moderated thread. Each rank comes with its own benefits that will be outlined at the time of promotion.
Recruitment Tests
Please PM a Prophet for a recruitment test.
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Cell of the Wolf

Whisper

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Assassin

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Spy

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Spy

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Scout

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Cell of the Knife

Whisper

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Spy

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Scout

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Scout

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Recruit

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Cell of the Star

Whisper

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Assassin

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Assassin

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Spy

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.Lorem ipsum dolor sit amet, consectetur adipihscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Scout

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.Lorem ipsum dolor sit amet, consectetur adipihscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

[Ne'haer] City Lore

Posted: Fri Jan 27, 2017 3:47 pm
by Jade
Race Relations
Aukari: (-10 Fame)
Like other cities, the Aukari are looked upon with detest. The only tolerance Ne'haer has for an Aukari is a half blood and even then, there is still tension found. Aukari are not welcomed within the city and if it is found that one has arrived, they are only permitted a small stay before being ushered out by soldiers.
Avriel: (-10 Fame)
The Avriel are another race not taken kindly within Ne'haer. Due to their temperament, the Avriel destroy more shops and taverns than any other race. Because of this, they are often judged, mistreated, and accused before anyone else and are sentenced and jailed quickly, regardless of guilt or innocence.
Biqaj: [+10 Fame]
The Biqaj are the dominating race residing in Ne'haer. More often than not, travelers will come across a variety of these unique, charming people and can expect to find themselves driven drunk should they befriend a Biqaj. The harbor is populated with family sized vessels that house clans of Biqaj. There are some that choose to live in the city and few that forsake the constant bob of the waves for the green grasslands beyond the walls.
Eídisi: (+10 Fame)
Another race that is looked upon indifferently. Though their attitude align much with the Qi'ora, the curiosity that drives the Eidisi makes them slightly more likable than the mentioned race. This only causes problems as their dissection of information leaves most on edge, giving way to problems that would have otherwise remained unknown. Regardless, Ne'haer promotes their presence within the city as a way to achieve better educated for its citizens through an alliance with Viden.
Ellune: (+10 Fame)
A rather curious race not often seen in Ne'haer, the Ellune are welcomed nonetheless. It can be difficult to find housing for these ice giants and they can cause a bit of irritation with their large sizes bumping into things, however, the city treasures these beings the most as their ice ability helps keep establishments cool during Ymiden and Saun.
Humans: (+10 Fame)
As one of the most dominating races in the world, humans are not lacking in Ne'haer. If not with their own kind, Biqajs often fancy humans as partners, providing a booming population of mixed races within the city. Humans can be found all over, from ships, to shop keepers, to farmers.
Hyludin: Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
Ithecal: (+10 Fame)
One of Ne'haer's tightest alliances, Ivorian has promoted the exchange of citizens between the two cities, providing for an ample population of Ithecal. However, it would be a lie to say they are not looked upon curiously with their over-sized appendages.
Lotharro: (+10 Fame)
Though Ne'haer only recently began trade agreements with Uthaldria, the Lotharro have been welcomed in the city for a number of arcs. Ne'haer has had problematic incidents with these beings, however, as their ferocity seems to get the best of them more often than not, costing the city dearly in repairs.
Mer: (+10 Fame)
Having a connection to the Biqaj, the Mer are welcomed within the walls of the city. An established peace treaty with the tribes residing in the Rea Lake, relationship with the fish folk have maintained, though few citizens feel less than hospitable toward them. There have been small conflicts every once in a while, especially over the water traffic and massive fishing within the lake.
Mixed Race: (+10 Fame)
Having a large population of mixed races, Ne'haer is among one of the few cities that tolerate such a mixture of genes and blood. Mixed races can often find a peaceful home within Ne'haer as there are so many of their kind among the population.
Naerikk: (-10 Fame)
The Naerikk are often shunned due to their temperament and otherwise awful behavior. The Biqaji curse them underneath their breath and most will refuse to do business with them, if at all offer them shelter from the elements.
Qi'ora: (+10 Fame)
The populace is indifferent toward the Qi'ora, finding that their many years of life have made most of the race quite pretentious. However, their craftsmanship and skill leave most in awe. If anyone seeks out a Qi'ora within Ne'haer, it is most often for their knowledge of the craft.
Sev'ryn: (+10 Fame)
The Sev'ryn are regarded with respect within Ne'haer as it was one of their Kin who helped establish the massive stone city. Not only for its history, the city pays respect to the Sev'ryn through Moseke's Southern Temple as much of its greenery was taken from the lands of Desnind. Children love interacting with Sev'ryn, as they find their stories of adventure fascinating. As for the rest of the population, they find Sev'ryn excellent counselors and will often take advance from one moreso than any other person.
Tunäwä: (+10 Fame)
Ne'haer offers safety for the Tunawa, especially since the Biqaj sailors rescue more of this race from traffickers than any other. Due to it's slavery laws, all Tunawa are set free upon entering into the city, though they are looked upon with a curious yet stern eye. Their nature prevents most from interacting with them, as well as their size. Ne'haer designates a spot specifically for Tunawa near the Southern Temple, where they may call home and reside peacefully with their kind. Out of all of its citizens, the Tunawa go missing quit often within Ne'haer.
Wisps: (-10 Fame)
Unknown to the citizens of Ne'haer, Wisps have a tendency of scaring the life out of people due to what they are. Most tend to avoid these beings because of their unnatural state of existence.
Yludih: (-10 Fame)
Mistrusted by all, the citizens of Ne'haer tend to shy away from an Yludih due to their shape shifting nature. Though they are mistrusted, shop keepers will still trade with them and inn keepers still offer them rooms hesitantly.

[Ne'haer] City Lore

Posted: Fri Jan 27, 2017 3:48 pm
by Jade
Magic Practice

The practice of magic within Ne'haer and the surrounding territories, excluding Lysoria and Ironridge, receives a heavily mixed view from the citizens all around. Mages are allowed to live and work in Ne'haer, as there are a very select few that actually offer services within the city. However it is important to remember that, as a mage specifically, life within Ne'haer is difficult because of the mixed reception magic in general receives. Many of the faithful within the city believe magic is already a corruption to the soul, as they hold the belief that Immortals are the more "divine and pure" sentience to worship.

Magic in general is meant to be rare and considerably -feared- by the local populace, due to the nature of the fact many don't understand the laws of magic. Therefore playing as Mage in Ne'haer is allowed, and welcome, so long as PC's remember that they're playing in a city that fears the unknown. It is also important to note that the only territory outside of Ne'haer that condones magic practice is Lysoria, where the number of mages there are just a little higher than anywhere else throughout the region surrounding Ne'haer. Public opinion is liable to change IC depending on the actions and events that follow prior to this update.

Moderators Note: Magic Disciplines with "TBA" lack the current lore article, and are waiting for those write-ups to be approved before a final decision is made.
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Alchemy : Deemed a much 'safer' practice than any other, Alchemy is probably one of the more common things a person might come across in Ne'haer. However the term 'Alchemist' is used very loosely here also, as there are a few herbalists that are known as alchemists without actually practicing the Discipline.


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Ensorcelling : TBA






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Aberration : Illegal and outlawed throughout the territories and Ne'haer, an Aberrant is considered one of the most truly wicked and vile practitioners among mages. Therefore when an Abberant is discovered within the city, the Blades of Zafra will either apprehend the mage or kill on sight if arrest is resisted.


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Abrogation : A practice seldom found within the city, Abrogation is actually a Discipline Ne'haer would allow more of within the city. Abrogators are after all able to negate other magics as well as other dangerous forces, therefore Ne'haer considers any who practice Abrogation worthy of residing within the city.


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Attunement : Those who practice Attunement are most often considered "odd" or "unusual" because of their tendency to 'attune' to frequencies. It's a Discipline that doesn't receive a whole lot of popular reputation with the locals, as many people consider Attuner's to be nut cases that just hear their own imagination more than anything.


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Becoming : A very misunderstood Discipline that receives a lot of backlash from the city, Becomers are allowed to stay and work in Ne'haer but are watched very closely by both the Faith and the Council. They are largely unknown quantities capable of espionage on the city, therefore must be contained if they become a considerable threat. The Faith also strongly decrees that they're more abominations than anything, skin-changers that violate the natural order of the world; therefore they receive great scrutiny from those within the city.


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Defiance : Defier's are probably the least shunned of the city, however they're still considered dangerous in regards to their communing with the Elements. Defier's will find that the city is barely receptive of their practices, and while they're not under heavy surveillance the city always keeps a watchful eye on them.


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Dustforge : TBA




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Empathy : Empaths tend to be misunderstood in that they can actually be helpful with the Discipline, as the Faith has already labelled those with Empathy Sparks manipulators who weaken the Faith. People who practice Empathy never receive the warmest of welcomes as the people frown upon them, but tolerate the Empath's presence so long as they don't overstep their boundaries.


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Graft : TBA




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Hone : TBA




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Mirage : TBA




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Necromancy : Another Discipline that is outlawed within the city, Necromancer's aren't allowed to dwell in the city as they violate principles of the Faith. Their practice is considered the second worst evil, compared to Aberration, and therefore must not be allowed within the city at all times. Any who are accused of Necromancy are not only heavily interrogated, but also under heavy surveillance until proven no crimes are committed. However for the mage who is found guilty, the punishment for Necromancy is execution.




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Pact : TBA




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Rupturing : One of the more heavily misunderstood Disciplines compared to the rest, Ne'haer bears a great deal of apprehension towards any Rupturers lingering there. They are given much scrutiny for the fact they 'tear apart space' just to create portals, and many within the Faith deem them saboteurs that should never be trusted.




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Schism : TBA




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Sovereign : TBA




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Transmutation : Probably the rarest Discipline one will find available within the city, Transmuters aren't really something that people look for in the city of Ne'haer. In fact many within the city can't even figure out what a Transmuter is, let alone what their Discipline enables them to do. Though there are few particularly among the Faithful that would declare them con-artists, because they may very well be able to Transmute 'fake gold' within the city.

[Ne'haer] City Lore

Posted: Fri Jan 27, 2017 3:48 pm
by Jade
Slavery
Slavery is forbidden. Always.

[Ne'haer] City Lore

Posted: Thu May 03, 2018 3:29 am
by Chronicle
Citizenship
Ne'haer is a big and interesting place for mortals across Idalos to come and visit, and quite often there are some who may find themselves attached to the city already. Those who come to visit are usually welcome, so long as they obey the laws and authority set in place throughout the city. However for those who want to become an official citizen of Ne'haer, a couple of requirements are involved to permit the status. A resident must first spend at minimum two seasons, a cycle, within the city or it's surrounding territories, and and in that duration of time, they must contribute to the betterment of the city's community and citizens.
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These contributions can be simple activities, jobs, and other positive actions that are generally beneficial to Ne'haer, like volunteering at the temples or one of the factions, taking on odd jobs or bounties at the board, or just assisting the locals with whatever they may need as well. Once the second season mark has been met, the lingering resident can then apply for citizenship at the Council's Hall, and with the provision of their contributions, they will then be given a parchment of confirmation to name them citizens of Ne'haer.

[Ne'haer] City Lore

Posted: Tue Jun 05, 2018 8:20 pm
by Chronicle
Willow Rangers
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“We are the mediators in the untamed wilderness, the shrouds of justice that protect the natural world.”
- Baelyn Glaurid, Patriarch of the Rangers
Introduction


The Glaurid family have always been invested in the preservation and protection of nature, and always have focused on the aspect of keeping a natural order with the wilds. Long before Thalin stepped up to claim a seat of The Council of Minäih, he served as part of it with a private faction known as the Willow Rangers. Dedicated to the safety and security of the wilds surrounding Ne'haer, Thalin's role has been acting as the patriarch of the group, that is until he ran for a place on the Council that aligned with his interests; naturally earning him a spot among the six chairs after the people voted him into the position. Since Thalin has become an active member of the Council, it is his son Baelyn that now carries the role of Patriarch.

The Code of The Rangers


The Willow Rangers adhere to a strict code of conduct. Each Ranger swears an oath to uphold the code, as listed below.
1. Loyalty to the Rangers
2. Loyalty to the Council of Minäih
3. Preservation of Nature and Wildlife
4. Resolute Acceptance of Death.
5. Duty above all else.
Ranks and Descriptions


1st Strider
  • The Striders lead the company, and are tasked with maintaining close contact with each of their Sleuths. They deal with much of the political side of the Rangers, tending to hold meetings and consorting with the other Striders to encourage the fold of Rangers effectively.
2nd Sleuthhound
  • Each squadron in a company is led by a sleuthhound. The sleuth’s job is to ensure that his squad 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 squadrons. Each quartermaster is hand-selected to by the three Sleuthhounds of the company, and is expected to temper the Recruits into seasoned hunters. Though the training never quite stops, as an individual advances through the ranks, the quartermaster works most closely with Recruits and The Outcasts.
4th Warden
  • These are the more Elite Rangers that not only patrol the wilds, but handle private jobs handed down from the higher ups. Their skills are far superior to the other Rangers, as they're not only survivalists but true apex hunters of the wilderness. Their time spent in the extremes helps them improve on adaptation above all, and it's generally because of their skill that they're handed down tasks from the higher ups.
5th Forester
  • These are the more experienced Rangers that not only survive, but navigate the wilds almost like a secondary home. To them nature and it's chaotic hierarchy are aspects they understand fluently, and they are charged with upholding the laws instated in the territories. They help instruct and guide the Sharpshooters in their spare time, and are permitted to patrol the more extreme landscapes of the wilderness.
6th Sharpshooter
  • At this rank a Ranger is capable of surviving on his own in the wilderness, and his patrols are branched out to various parts of the region. They are given more room to explore and expand their survival skills, however are still required to report into base occasionally. Sharpshooters are allowed to hunt monsters as well, as another aspect of their duty is to help maintain a balance with nature; therefore any time there's an overpopulation of predators or beasts in the area, Sharpshooters are permitted to cull their numbers to an agreeable standard.
7th Padfoot
  • These are fresh recruits that complete the trial and join the ranks of a ranger, green as the crops that grow in the fields of Treth; they're tasks evolve from the care of the Ranger's stronghold to frequent patrols. They are however only given routes and places with less danger, and even then they will find their skills extremely tested. Aside from patrols they are also charged with the task of apprehending poachers, and any other criminals that they may come across out within the wilderness.
8th Recruit
  • The recruit is new to the fold and, therefore, given duties that keep them close to base. They're first priority is their betterment in understanding how to live and hunt in the wilds, and most of the time they're either training to improve survival skills during their stay. They are also given the menial chores of keeping the Ranger's base maintained, so they're often required to help do things such as; meal preparation, barrack cleaning, even the care of the mounts the rangers utilize. This of course is all in part of the recruitment process, as it demonstrates dedication as well as humility on behalf of the recruits. When the time seems right for a recruit, a trial is held to see if they make the cut of a ranger.
Skill Level Requirements

1st Striders

Patrolman Wrangler Beastmaster
Endurance 90 Endurance 90 Endurance 90
Field Craft 90 Field Craft 90 Field Craft 90
Hunting 85 Hunting 85 Hunting 85
Leadership 80 Leadership 80 Leadership 80
Mount 75 Mount 75 Mount 75
Ranged Combat 90 Ranged Combat 90 Ranged Combat 90
Resistance 80 Resistance 80 Resistance 80
Strength 70 Strength 75 Strength 70
Weapon Combat 75 Weapon Combat 75 Weapon Combat 75
Unarmed Combat 50 Unarmed Combat 50 Unarmed Combat 50
Disguise 75 Tactics 75 Animal Husbandry 75
Intelligence 65 Negotiation 65 Medicine 65
Navigation 65 Navigation 65 Trap Making 65
2nd Sleuthhound

Patrolman Wrangler Beastmaster
Endurance 80 Endurance 80 Endurance 80
Field Craft 80 Field Craft 80 Field Craft 80
Hunting 75 Hunting 75 Hunting 75
Leadership 70 Leadership 70 Leadership 70
Mount 65 Mount 65 Mount 65
Ranged Combat 80 Ranged Combat 80 Ranged Combat 80
Resistance 80 Resistance 80 Resistance 80
Strength 65 Strength 70 Strength 65
Weapon Combat 65 Weapon Combat 65 Weapon Combat 65
Unarmed Combat 50 Unarmed Combat 50 Unarmed Combat 50
Disguise 65 Tactics 65 Animal Husbandry 65
Intelligence 55 Negotiation 55 Medicine 55
Navigation 55 Navigation 55 Trap Making 55
3rd Quartermaster

Patrolman Wrangler Beastmaster
Endurance 70 Endurance 70 Endurance 70
Field Craft 70 Field Craft 70 Field Craft 70
Hunting 60 Hunting 60 Hunting 60
Leadership 60 Leadership 60 Leadership 60
Mount 55 Mount 55 Mount 55
Ranged Combat 70 Ranged Combat 70 Ranged Combat 70
Resistance 70 Resistance 70 Resistance 70
Strength 60 Strength 65 Strength 60
Weapon Combat 60 Weapon Combat 60 Weapon Combat 60
Unarmed Combat 50 Unarmed Combat 50 Unarmed Combat 50
Disguise 60 Tactics 60 Animal Husbandry 60
Intelligence 50 Negotiation 50 Medicine 50
Navigation 50 Navigation 50 Trap Making 50
4th Warden

Patrolman Wrangler Beastmaster
Endurance 60 Endurance 60 Endurance 60
Field Craft 60 Field Craft 60 Field Craft 60
Hunting 50 Hunting 50 Hunting 50
Leadership 50 Leadership 50 Leadership 50
Mount 45 Mount 45 Mount 45
Ranged Combat 60 Ranged Combat 60 Ranged Combat 60
Resistance 60 Resistance 60 Resistance 60
Strength 50 Strength 55 Strength 50
Weapon Combat 50 Weapon Combat 50 Weapon Combat 50
Unarmed Combat 40 Unarmed Combat 40 Unarmed Combat 40
Disguise 50 Tactics 50 Animal Husbandry 50
Intelligence 40 Negotiation 40 Medicine 40
Navigation 40 Navigation 40 Trap Making 40
5th Forester

Patrolman Wrangler Beastmaster
Endurance 50 Endurance 50 Endurance 50
Field Craft 50 Field Craft 50 Field Craft 50
Hunting 40 Hunting 40 Hunting 40
Leadership 40 Leadership 40 Leadership 40
Mount 35 Mount 35 Mount 35
Ranged Combat 50 Ranged Combat 50 Ranged Combat 50
Resistance 50 Resistance 50 Resistance 50
Strength 40 Strength 45 Strength 40
Weapon Combat 40 Weapon Combat 40 Weapon Combat 40
Unarmed Combat 30 Unarmed Combat 30 Unarmed Combat 30
Disguise 40 Tactics 40 Animal Husbandry 40
Intelligence 30 Negotiation 30 Medicine 30
Navigation 30 Navigation 30 Trap Making 30
6th Sharpshooter

Patrolman Wrangler Beastmaster
Endurance 40 Endurance 40 Endurance 40
Field Craft 40 Field Craft 40 Field Craft 40
Hunting 30 Hunting 30 Hunting 30
Leadership 30 Leadership 30 Leadership 30
Mount 20 Mount 20 Mount 20
Ranged Combat 40 Ranged Combat 40 Ranged Combat 40
Resistance 30 Resistance 30 Resistance 30
Strength 20 Strength 25 Strength 20
Weapon Combat 30 Weapon Combat 30 Weapon Combat 30
Unarmed Combat 20 Unarmed Combat 20 Unarmed Combat 20
Disguise 20 Tactics 20 Animal Husbandry 20
Intelligence 20 Negotiation 20 Medicine 20
Navigation 20 Navigation 20 Trap Making 20
7th Padfoot

Patrolman Wrangler Beastmaster
Endurance 30 Endurance 30 Endurance 30
Field Craft 30 Field Craft 30 Field Craft 30
Hunting 20 Hunting 20 Hunting 20
Leadership 10 Leadership 10 Leadership 10
Mount 10 Mount 10 Mount 10
Ranged Combat 30 Ranged Combat 30 Ranged Combat 30
Resistance 20 Resistance 20 Resistance 20
Strength 10 Strength 15 Strength 10
Weapon Combat 15 Weapon Combat 15 Weapon Combat 15
Unarmed Combat 15 Unarmed Combat 15 Unarmed Combat 15
Disguise 15 Tactics 15 Animal Husbandry 15
Intelligence 15 Negotiation 15 Medicine 15
Navigation 15 Navigation 15 Trap Making 15
8th Recruit

Patrolman Wrangler Beastmaster
Field Craft 20 Field Craft 20 Field Craft 20
Ranged Weapon Skill 20 Ranged Weapon Skill 20 Ranged Weapon Skill 20
Companies, Platoons, Squads


The Rangers have three companies, which are comprised of three platoons that each have five squads under them. The companies, Patrolman, Wranglers and Beastmasters, are all specifically designed to specific tasks that each embodies. Patrolmen are the watchful rangers dedicated to the cause of order and security. Wranglers are the task force that focus on apprehension of criminals and poachers throughout the region. The Beastmasters are the wilderness experts, focusing on the study as well as maintaining of Ne'haer's natural wildlife.

The Companions of the Rangers
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The Willow Redbear are mounts tamed by the Beastmasters of the Rangers, and provided to a Ranger who has reached the rank of Sharpshooter upon their request. These impressive mounts are not only tamed from the wilds but also raised from cubs, with lots of time and care invested in their growth until they reach full adulthood. Partners to these massive bears are first required to have some aspect of training with animal handling, otherwise the effectiveness of these mounts is hindered by the Ranger's lack of experience. The Willow Redbear is a massive predator that, once bonded with a Ranger, becomes a very protective and important partner; as both ranger and redbear have to survive the wilderness together.

Purpose Within and Beyond The City


The Rangers hardly maintain a presence within the city; it is only when a Warden or a higher rank bring in apprehended criminals and poachers, that they actually make an appearance within Ne'haer. They generally bring in those in custody to be judged by The Council, for whatever crimes they have committed, and return back to the wilderness where their presence is strongest.

Beyond the city, the Willow Rangers are an operating force scattered throughout the region. Maintaining a private stronghold in Treth, they operate under the cover of nature; working tirelessly to help protect the territories of Ne'haer from danger.

The Outcasts


Criminals who are captured don't always make it back to the city, some are brought in by the Rangers and given a second change; as Outcasts. They are not true recruits to the Rangers, as they are viewed with great dishonor, but allowed to be tried as recruits nonetheless. If the criminal in question reforms to the principles of the Rangers, then they are allowed to join the Rangers if they managed to pass the Initiation trial. However if they falter and continue their life of crime, then their second chance is revoked and therefore; the criminal is placed at the mercy of The Council of Minäih.
Also the lucky ones that do join are usually closely watched by the higher ranks, until they've earned trust and proven themselves worthy of the title Ranger.
Requirements to be Outcast: 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.

The Initiation

For Recruits and Outcasts to become official Rangers, they must pass a very difficult trial which will test their survival. The initiates are provided only a hunting knife, a bow, and a quiver with only ten arrows, and escorted to a part of the Willow Woods where danger is minimal at best. Once there the initiate is left, alone, without any aid from the Rangers to essentially survive for five trials. Though brutal this initiation puts to the test all of the initiates resources, they must quickly learn to adapt and survive if they wish to make it out of the initiation alive. If the initiate is on the verge of starvation or near death however, the Quartermaster overseeing the trial will step in and disqualify the recruit from joining. Outcasts aren't so lucky however, as they are provided no intervention whatsoever. They are simply left to either die or survive, thus the trial culls true potential Rangers from the ones that wouldn't make the cut.

When the trial is completed the newly inducted ranger is provided a feast within the Hall of the Rangers, and at the night's end they will take their vows within courtyard before the Striders.

"My trial has ended. I have cast aside my weaknesses, and assumed the mantle of the wild. On this night I will take my vows to Vhalar; I will swear all fealty to my sworn brethren the Rangers above all else, and I will also swear fealty to the Council of Minäih. I promise to serve and protect the natural order, to help keep the wilderness of Ne'haer safe. I also promise to accept death as part of my charge, and to place my duty to the Rangers before all else. I am now a Ranger of the Willow Woods."

Faction Location In Treth

Is residency possible?

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

How to Join The Rangers?


Speak with a moderator of Ne'haer.

Information credit goes to Chronicle.