[Ne'haer] City Lore

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Jade
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[Ne'haer] City Lore

Religion

Temple of the All God


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Credit goes to Chronicle (and Returner for completing)

Among the massive pieces of monumental temples devoted to the Immortals resides a large, nearly colossal, temple at the heart of the four temples situated around it. The Temple of The All Gods stands as a pillar of purity, acting as the First Hand to the Deities that reside within its stone walls. It is a structure that houses the core values of the Ne’haer people, and being so, sees to a majority of the city’s community services and festivals, as well as any weddings and funerals. The temple is very much apart of the government as the council of Minah.

All around the great temple is what the people consider holy ground that pilgrims are allowed to tread, so long as they remain on the man made paths that will take them to the residing temple of choice for their worship. At the heart of these paths is the massive white stoned temple made from the same rock as Ne'haer's walls, with great and heavy pillars carved to such incredible heights and amazing stone works from the mason's of the city. Upon going inside there is the main hall where acolytes are found helping the faithful and misfortune with needs, while those who are pilgrims or native to the city are allowed free entry into the Grand Chamber of Worship. It's here that massive stone shrines depicting Immortals are found in line. Priests are easily found serving the faithful here, and eager to spread word of the deities they pay homage to with a warm presence.

All are welcome to come and pray to any of the shrines here, and any offerings for the Immortals are taken to a vault down below; so that when the Immortal decides to pay a visit they will receive these offerings from their devoted faithful. Usually, Nel or personal belongings are appropriate donations to the Immortals, many of the faithful leave offerings that might pertain to an Immortal's domain sometimes.

Priesthood


The Temple of the All God uses a simple structure in its priesthood.

Grand Clerics
High Priests
Priests
Acolytes

The priesthood is not limited to any one gender or race but for one to progress between tiers they need to enter the Path of Priesthood and undergo the appropriate training by the Faithful that runs the surrounding temples as well as the central temple.

Deities Worshipped

Each deity worshipped in this place has its own altar in one of the four surrounding temples.

Southern temple
Aeva
Ethelynda
Raskalarn
Zanik

Eastern temple
Ashan
Vhalar
Moseke
Ymiden
Ziell

Northern temple
Chrien
Qylios
U’frek

Western temple
Pier & Pre
Famula
Vri
Xiur

The Temple of All God serves as a place for pilgrims, citizens, the homeless and those in need to receive help. It offers quiet corners for prayer as well as official halls that can be used for ceremonies. Part of this central temple is also dedicated to offices of the grand clerics and high priests and is used for administrative functions restricted in access to general public.

It also serves as an area for general prayers and communal place for gathering.

Temple of All God also serves as a school to those who enter the Path of Priesthood but also to educated slaves and children of the poor.

Path of Priesthood

In order to become part of the priesthood in the Temple of the All God, one has to undergo training. The entry point is at any age. However, anyone younger than seventeen arcs will be a helper and it is from seventeen arcs that aspirants to priests and priestesses will enter formal training.

Hierarchy and training structure:
  1. Junior acolyte - Seventeen arcs minimum entry age; no need for prior knowledge of Immortals, religion and such; receive training of two to three arcs after which a minor ceremony of ranking up happens; during this time junior acolytes cannot perform rites on their own; they run help performing smaller tasks eg preparation of altars and rite places, scribing texts etc.; juniors devote themselves to every Immortal to breed acceptance and understanding
  2. Senior acolyte - receive training for one to two arcs; they are allowed to perform minor rites, but under supervision; at this point are encouraged to choose an Immortal they want to devote themselves to and learn as much about them as they can; at the end of this training period a test is given to the seniors - general knowledge of Immortals, general knowledge of rites, specific knowledge of their chosen Immortal and rites relating to those; this test is overseen by a committee of priests and high priests each representing one Immortal worshipped on the grounds; this test assures that when an acolyte moves to the rank of a priest they can step in to do rites outside of their field of focus if necessary; when a senior acolyte passes, there is a small ceremony that appoints a senior acolyte to a priest. (Test rules: each presiding committee member is allowed to ask up to 3 questions about their Immortal to the Senior. Primary Immortal representative in the committee can quiz the candidate however much they like until they’re satisfied. Member of the committee are generally not known to the candidate prior to their test to avoid rumours and allegations of bribery and such)
  3. Priest - There are two ways how one can become a priest - 1. be trained up; 2. already be a priest but demonstrate the following skills - knowledge in chosen primary immortal and substantial knowledge in the rest (much like the senior acolyte test but with less celebrations and formalities around); priests are allowed to perform all rituals; they offer guidance to acolytes and helpers as well as citizenry and they partake in teaching; you might find travelling priests around Ne’haer but those aren’t part of this hierarchy nor the Faith and sometimes they are looked at with caution by the more radical Faith members who fear that travelling priests would preach something that would go against the word of the Faith.
  4. High priest - one can ascend to a high priest either by random nomination from another high priest, an appointment from grand cleric, or apply for it if the high priest for particular Immortal has deceased or left (general priests don’t leave unless they are relocating from Ne’haer area and even that is rare); whatever the source, the candidate has to have a good standing with the Faith and the community but also have known deeds to demonstrate their suitability; if more there are more than one candidate for the same Immortal regardless the age of the candidates, it goes to vote by rest of high priests and to be approved by the Grand clerics
  5. Grand cleric - nominated from the row of high priests and voted into position by priests; high priests are withdrawn from this vote to avoid favouritism
All those in priesthood do compulsory volunteering around Ne’haer to spread good faith in religion.

Rituals

Each cardinal temple has rituals of its own according to the Immortals it worships. Personal affairs such as weddings and oath-taking are organized on an individual basis and dependent on the wishes of those commisioning the temple, the events can be open to the public or not. The Temple also organizes the Commemoration of the Sea where early in the morning of the trial, a procession starts from the Northern Temple and carries through the Temple of the All God all the way down to the coast where it takes place for the rest of the trial duration.

The Warm Welcome
This ritual and ceremony introduces newborns to the community. It is organized once a season and families can sign up to it with their new addition to the family. During this event, mothers holding their child (or father, if there is no mother), are in line in front of the gathered crowed. Moseke's high priest or priestess delivers a short speech after which each child receives a mud smear down the centre of their forehead and a light touch on the nose so they understand it's the earth that will nourish them. On each of the child's breast, a flower is placed so they remember the world's beauty. The other parent then steps forth and presents some small trinket in blue to the child, usually a necklace or a toy, so that the sky high above is celebrated.

Forbidden Practices & Defrocking

Forbidden practices
Lisirra - Forbidden for her domains and behaviour
Kata - Limited (due to potential unrest caused; indirectly limits Mastes's worship due to their connection)
Syroa - Limited for fury and continually discussed whether to forbid for her connection to Lisirra

Defrocking
When those in the priesthood are revealed to worship limited Immortals they receive one warning. Their activities within the temples are restricted for a period of time, and they are under supervision. If this individual is caught once more worshipping limited Immortals, they are defrocked.

When caught worshipping forbidden Immortal, those in the priesthood are defrocked immediately and removed from their position in the temples as well as the Faith.

However, for every accusation, there is a process if the accused wishes to undergo it. If the accused caught redhanded this procedure cannot be triggered.

"Pier and Pre Judgement" for Defrocking procedures
The name for this procedure is but symbolic. If the accused wishes to mount a defence against an accusation a hall in the Temple of the All God turns into a judgement hall. Grand Clerics preside the trial. The accuser explains the reason for their accusation and displays evidence. Neither side is allowed lawyers or others to speak for them.

When the Grand Clerics have been given enough information a short debate amongst themselves takes place before a verdict is delivered.

It is rare for these procedures to happen and even rarer for the accussed to be acquitted of a crime.
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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

Holidays

Ne'haer is never lacking in exuberant events, holidays, and festivals. Hosting such things is what made the city so renowned in the first place, aside from its many available master craftsmen, and the citizen can tell you that most of the time, you won't even remember the celebrations. Ne'haer is home to one of the largest races in the world, the Biqaj, and due to their very laid back and festive nature, the city has been petitioned multiple times to enact certain holidays into its calendar. Most of the citizens don't mind because some of the holidays provide certain discounted items or services that are hard to come by anywhere else. Those that do mind are either too old or too sober to not care and their voices are usually drowned out by the crowds.

The holidays range during each season and are nearly nonexistent during Saun do to the unbearable heat the sun provides. The most eventful seasons usually happen during Ymiden, when the weather is warm, and Vhalar, when the lands begin to cool off. Though the festivals and holidays are used to promote peace within the city, Ne'haer has seen dark times where shops have been looted and drugs have succumbed a mob of individuals, both willingly and unwillingly. However, not all festivals celebrated in Ne'haer are cheerful ones. There is death constantly, though it is shadowed by the thrill and excitement of love and new life.

Some holidays serve as a time for personal reflection and spiritual growth while other test your mental and physical strength in the most brutish of ways. Ne'hear's culture is laced within the holidays it celebrates and travelers will most certainly notice such things.


ImageNew Arc's Day 1st Trial of CylusAt the beginning of every Arc, and the start of the Rebirth Cycle, families gather together to spend time and celebrate accomplishments in the Arc prior - as well as mourn anyone lost. It is a time to remember what is in the past, consider what might be in the future and enjoy what you have in the present.
ImageFestival of Illuminations 17th Trial of CylusTo take away from the constant darkness in Cylus, a celebration is had all over Ne'haer themed around light. Lanterns are lit and, after a small count down, released. Some are designed to float towards the sky, whereas others float above the water - decorating the area with constant light for that festival.
ImageCelebration of the Stars 25th Trial of CylusOn this night, the stars are said to be the brightest they will be for the entire Arc. To celebrate, people go out in their warmest clothes or admire the stars from their homes. To some, it is believed that this is a sign from Xiur himself, assuring everyone that the year will be prosperous and positive for all.
ImageDay of Light1st Trial of AshanThe start of a new season comes with a new celebration, one that celebrates the returning sun as it first re-enters the sky. Food and drink are common on this trial, as a means of celebrating the coming warmth and the return of the sun in the sky.
ImageFestival of Languages6th Trial of AshanA celebration dedicated to diversity, this trial is celebrated by every race and shows the diversity that Idalos has. A verse is said by all in their native language, meaning a display of all kinds of languages are shown and shared. It is a time to celebrate the world and join together as races and friends.
ImageCelebration of Love14th Trial of AshanThe 14th of Ashan brings a time to celebrate those we love, typically partners. Couples can always be seen walking the streets and dining out, as well as wearing their finest clothes for the celebration.
ImageDay of Songs25th Trial of AshanMusic and singing can be heard throughout all of Ne'haer on this Trial, as people share in the art of music. People are encouraged to sing along to street performers as a way to keep the community happy, spreading positivity being the main goal of this trial.
ImageTraveler's Day33rd Trial of AshanOn this trial, travelers are celebrated as they bring resources and money to Ne'haer. On this day, everything is reduced and sales go on all through Ne'haer - especially in taverns and Inns. It is a day to rejoice with the travelers that bring income to Ne'haer.
ImagePlantation Festival41st Trial of AshanAs the season reaches the warmer periods, this festival is held to plant crops and start the production of plants again. Farmers will prepare a trial or two before, then start work on the 41st Trial of Ashan - with the goal of planting all the crops they can.
ImageDay Of Candles52nd Trial of AshanThe celebrations for this trial begin at night, when people gather with candles. This night is dedicated to lost loved ones, especially those that died in battle. Strangers gather and unite to remember the brave souls lost in war.
ImageDay Of Armistice78th Trial of AshanA trial devoted to peace, where all war is forgotten and everyone is encouraged to work peacefully together. People join together in peace and put aside all conflict, dedicating themselves to their future - not their past.
ImagePerformer's Day105th Trial of AshanAnyone with an acting skill awaits this day with great excitement. Dancers, singers, actors and all other kind of performers walk the streets to show off their talent. The goal is to show the diverse skills among the people of Ne'haer, as well as getting some potential recognition for their work.
ImageCelebration Of Ancestors120th Trial of AshanThe ancestors that gave life and love to Ne'haer are celebrated this day. Be they the people that birthed the civilians, the architects that forged the buildings or the brave soldiers that gave their lives to protect Ne'haer - all are celebrated on this day.
ImageThe Feast of the Heavens7th Trial of YmidenA holiday devoutly celebrated by the whole region, the feast is considered one of the most important dates of the year. Feasts are held throughout the cities, from small, private gatherings to huge, government sponsored parties, tables overflowing with food and drink. The Immortals are very carefully referenced throughout the feasts, and much care is taken to ensure that each and every immortal is represented and referenced in one way or another. During the feasts musicians can be found performing for the honour of various gods; children hold plays depicting historical battles and events, and many sacrifices are given throughout the day and into the night.
ImageProsperity Festival19th Trial of YmidenAn incredibly important festival that occurs in Ymiden each arc, the Prosperity Festival began as a way of celebrating the bounty of the harvest, which has morphed into a celebration of all good things in one's life. Families gather for dinners and laughter, and front doors are decorated in wreaths of flowers to indicate growth and renewal.
ImageMarket Day27th Trial of YmidenNe'haer has labelled this a public holiday, and people come from other cities in the region to attend. The main square is transformed into a hubbub of a marketplace, where anyone can set up a stall and sell their wares - if they can find space. It tends to mainly be a market of artisanal wares, things that people have made themselves. It always ends the day with a bonfire and lots of drinking.
ImageCommemoration of the Sea43rd Trial of YmidenCities close to the sea offer this day to U'frek. Sailors and Mer in particular pay particular care to this day, where they throw coins and tokens into the sea as an offering to U'frek. It's a solemn day, but important, as they recognise the sea's power - and its treachery.
ImageHeritage Day61st Trial of YmidenA day dedicated to the beginnings of Ne'haer, from how they grew from small farming village to sprawling city all through the Shattering. Heritage Day is a delight for bards, as stories about Ne'haer's history and legends are performed all through bars in the cities.
ImageAlcohol Appreciation Day74th Trial of YmidenA day dedicated to the celebration of one of Ne’haer’s most profitable markets; wine. Traditionally made throughout Millstone and Hyran, the wine is renowned and sought after by the rich and influential from all over Idalos. Various cities have a hand in the winemaking process, from growing to packaging, selling and exportation. For those living in the region, wine is an important part of daily life and culture, representing the success and profits of each individual city. On this day, the drinking of alcohols of all kinds are encouraged, and vintners sell their brews by the barrel at market. Cheeses and fruits are also found in abundance, generally carefully paired to the wines that complement their favours. Celebrations continue late into the night, growing louder and more ridiculous the later it gets.
ImageChampion's Tournament1st Trial of SaunThe Champion's Tournament is hosted by the Blades of Zafra in Ne'haer. In a field outside the city of Ne'haer, which has crudely constructed wooden seating, anyone may enter the tournament. There are three components: archery, sword fighting, and horse racing. Anyone may enter however many games they choose, but to be considered for the grand prize, you must enter all three. It is a grand day of fighting, drinking, and Ne'haerian patriotism - though anyone from any territory may enter.
ImageFashion Appreciation Week22nd Trial of SaunBoth Ne'haer, Lysoria, Hyran, and Millstone celebrate this holiday. For a week, there are multiple fashion shows, where local designers show off their wares and models show them to the crowds. It's customary for there to be wine and nibbles at these fashion shows, provided by the patrons of the designers.
ImageArt Festival35th Trial of SaunThe market place of Ne'haer is turned into an art fair, where local artists set up stalls to show their wares. Additionally, many actors and musicians will perform on the main stage, making this a festival that celebrates the creativity of Ne'haerians.
ImageFestival Of Unity9th Trial of VhalarA very special day celebrated with promises and renewed vows across Ne'haer, people will find the streets and parks decorated with flowers all over the town. People who are determined to get hitched will find this to be a popular day to do so, as couples seeking to tie the knot will gather within the center of Ne'haer for a ceremony. At midday vows are then exchanged between the betrothed publicly, as a feast to celebrate follows later while newlyweds consummate their marriages. This isn't required for those who wish to marry in privacy of course, those who would seek quieter ways of tying the knot can gather at the temple and exchange vows there instead.
ImageHeroes Celebration26th Trial of VhalarOn this day Ne'haer spends time remembering those that have served Ne'haer, dead and alive, with a grand memorial service held in their honor within the Temple of the All Gods. There they are allowed to light a candle for stranger and friend alike, that have dedicated their service for the safety and welfare of their own home. Later when night time falls; candles are seen illuminating the streets and windows of the city, honoring the fallen as the day proceeds to end just like the rest.
ImageSpirit Festival40th Trial of VhalarA festival of memory and in honour of Famula, the people of Ne'haer gather after sundown in the fields before the Willow Woods Outpost. There, floating candles are lit and released into the sky in the cool Vhalar night in order to represent the departed souls that Famula takes care of. After this procession, the people of Ne'haer come together for a simple campfire feast where stories of loved lost ones are exchanged with tears and laughter.
ImageFeast of the Last Harvest110th Trial of VhalarWith Zi'da approaching, the people of the region celebrate the last fruitful harvest and the farmers who work so hard to feed the region. The people of each city and town wait for the farmers to return from the fields to their homes, where they are cheered and given the place of guest of honour at a feast the other village people have prepared. Depending on the size of the town, the feast might be small and intimate, or loud and raucous.
ImageWinter Celebration2nd Trial of Zi'daOn this trial, the people of Ne'haer and the surrounding territories celebrate the cold of winter, acknowledging the necessity of the season in the cycle of life. Traditionally, people come together in communities, be that a street or an entire village and they each bring a dish for a feast which reminds them that, together, we are stronger.
ImageCompanion Appreciation Day13th Trial of Zi'daThis day celebrates the horses who work the fields, the faithful dogs who guard and move the sheep and all animal companions. Usually, the services of farriers, animal medics and others who work with animals is given for free on this day and there are usually shows and competitions around the regions.
ImageThe Holy Day45th Trial of Zi'daA day of prayer and pilgrimage, the 45th Trial of Zi'da sees the citizens of Ne'haer traveling to the All God Temple and leaving gifts and offerings there. These are later distributed to the poor and those in need.
ImageGifting Celebration52nd Trial of Zi'daA day where people exchange gifts with their loved ones. The purpose of this day is to share gratitude for and with each other, celebrating bonds of family and friendship. Gifts can be extravagant or small. It is usual that a gift is also donated to the Temple and these are kept for those newly free slaves who start their lives anew in Ne'haer
ImageCeremony of the Last Light89th Trial of Zi'daAs the last light of the season shines over the citizens of Ne'haer, all artificial lights such as candles and lanterns are extinguished and the people step outside to bid farewell to the sun. Then, they congregate in groups and serve hot, spiced wines with candles flickering everywhere.

** If you would like to add a holiday, please PM one of the Prophets of Ne'haer.
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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

Marriage & Divorce

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Marriage is something taken to the highest degree in Ne'haer, given that the unity between two people is something that should be considered with the utmost seriousness, care, and responsibility. The Priests within the All God Temple bless the exchange of vows upon the wedding day, turning simple words into holy text and a sworn oath between the individuals. All marriages conducted in Ne'haer must have a Priest or Priestess from the All God Temple present as a witness to the exchange and blessing of vows. Inquiries should be made at the temple and payment for services should be given before the wedding day. Arranged marriages are also common between families in Ne'haer.

Divorce is not permitted among citizens of Ne'haer. Separation is common between individuals who outgrow each other, though they may never be wed to another, by Ne'haer's Law. Only in extreme cases will the Council allow a trial by combat between parties for the right of the married individual. This judgement is rarely given, as it means the intervention of politics into religious matters. If one is truly worth fighting for, a trial will be made to determine the reasoning behind another wishing to claim a married person. If the claim is reason enough, trial by combat will be initiated between parties. This fight will normally be scheduled the day after the verdict is reached. The one who falls unconscious first or dies loses.

Marriage Customs In Ne'haer

Custom

  • An engaged individual, or 'claimed' person, may sometimes where a ring to show their coming unity, but it is common practice that a torc be given both upon proposal and at the wedding. The torc should be worn by both individuals at all times.
  • It is customary that both parties join at the All God Temple to discuss and finalize wedding preparations with a chosen Priest.
  • From the time of proposal till the wedding, a preparation of body and mind should be taken. It is common practice that the bride/groom visits the Temple at least three times a week for meditation and a cleansing bath. This time is to help the bride/groom prepare themselves for marriage. Counseling from a Priest or Priestess may be given, if needed.
  • The groom and his family throw a customary party for invited guests only. This party is normally thrown a week before the wedding. The bride is dressed by family members and given to the groom only if they deem his efforts worthy. Therefore, the entire party is meant to appease the bride's family members for approval. This may be done with any kind of entertainment, be it music, dance, battle practice, and more.

Superstitions

  • If a bird enters the temple where the wedding is happening, it is a symbol of bad luck
  • The colour blue must never be worn
  • Diamonds and Rubies are considered bad luck ~ for every diamond worn, the bride will cry a tear, for every ruby, the groom will bleed a drop of blood.
  • The bride must never walk on the left of the groom during the ceremony.
  • Eating on the fasting day will curse your marriage.

Gifts

Gifts are given on announcement of engagement. These are usually small and of limited financial value, but always symbolic. They traditionally accompany these with a short note, explaining the meaning behind the gift. Wedding gifts are whatever deemed appropriate by the guests, although it is perfectly reasonable for the couple to ask for specific types of gifts / not to be given other types in the sending out of invitations.


Traditional Ne'haer Wedding

Preparations

Day 5
  • Five trials before the wedding, each family should offer a bountiful feast, valuable items, and prayers to the Immortals within the All God Temple. This feast is also shared among each other. Celebration, dance, music, and entertainment may be had.
  • The couple is then separated from each other for wedding preparations. They are kept in separate sections of the temple as it is a rule they are not allowed to view the other until they are pure of mind and body when they meet again. Family members may also stay with the couple during the preparations. If there is no family to help, Priests and/or Priestesses will be provided.
Day 4
  • On the fourth day of preparations, the bride and groom are awoken early and led to separate gardens for physical exercise. Combative training is taken up and it is expected that the two participate to the full extent of the exercise. This is the first process of cleansing the mind and body, by ridding it of any anger, hatred, fear, and worry.
  • After the exercise, a small break is taken where they bathe and dress in simple robes before meeting with a high priest/ess for vow discussion. This lasts for however long it is needed before the individual is left alone with their thoughts.
  • The ‘Hktah’ is served, a kind a meal composed of healing and cleansing plants and herbs along with a liquid concoctions that is both blessed to help with prosperity and fertility as well as mean to rid any further stress, ailments, and worries from the mind and body.
Day 3
  • On the third day of preparations, the bride and groom are bathed in large, blessed pools built deep within the temple. These pools are blessed with holy water and soaked in sacred flowers and herbs that purify the skin. The waters are pleasantly warmed and give off a gentle, relaxing aroma. Much time is spent in the bath and once finished, the bride or groom is escorted back to a room where both family members and/or priest/ess take care to anoint nearly every part of the engaged in sacred oils.
  • For the groom, body hair is trimmed completely, another part of the ceremonial cleansing process. This also includes the hair atop their head. Fingernails and toes are trimmed as well.
  • For the bride, body hair is completely removed from the neck down. This also includes trimming of the hair atop their head. Fingernails and toes are trimmed and painted.
  • After the oils have dried upon the skin, so starts the painting process. Using a special kind of ink, symbols, art, and designs are drawn onto the skin. This is normally done across the entire body and so, takes an enormous amount of time to complete. Once done, the paint take a total of 10 trials to wash off.
  • The ‘Hktah’ is served, a kind a meal composed of healing and cleansing plants and herbs along with a liquid concoctions that is both blessed to help with prosperity and fertility as well as mean to rid any further stress, ailments, and worries from the mind and body.
Day 2
  • If wedding robes are not given by family members, they are provided during this time by the Priests/esses at the temple. Ceremonial robes are brought in so the bride and groom may try on their outfits for the first time. It is at this point that the outfit is tailored to the body type of the individual, jewelry is applied, and any other personal belongings they with to carry down the aisle. Once the outfit has been put together, it is kept within the bride/groom’s room until the wedding day.
  • The bride and groom meet for a short time, blindfolded. They are not allowed to touch each other or look upon the other, however, they are allowed to converse.
  • The ‘Hktah’ is served, a kind a meal composed of healing and cleansing plants and herbs along with a liquid concoctions that is both blessed to help with prosperity and fertility as well as mean to rid any further stress, ailments, and worries from the mind and body.
Day 1
  • On the last day of preparations, vows are finalized, the last touches of wedding outfits are finished, the last bits of jewelry are applied, and the finishing lines of paint are applied and dried.
  • A gift is brought from the bride/groom and opened only at the stroke of midnight.
    Fastening is in order on the final day. At no point during the day should the bride or groom eat a single bite of food as this is looked upon poorly.
  • On the final day, the bride and groom meet separately with the head priest/ess for private discussion.

Ceremony

  • The ceremony starts at dawn. As the sunrise occurs, they are both blindfolded and let to a wall in the garden of the temple. This “wall” is actually a decorative tall wrought iron fence. Each of the pair brings a small offering to leave to the Immortals, which will be tied to the fence by their accompanying priest/ess. They stand, either side of this “wall” with their backs to each other (blindfolds still on) and they are required to speak one vow, for the future, one fear from their past, and one lesson they have learnt in the days since last they saw their betrothed. They must not touch or see each other, if they did, then the ceremony would be cancelled.
  • One hour after dawn, still blindfolded they are taken to separate areas in the Temple and dedications and prayers are made. These will have been discussed with their priest/ess and will be appropriate and personal to the couple. Blindfolds are then removed and they begin to prepare for the trial ahead.
  • Wedding ceremonies always take place at noon, when the light in the sky is at it’s brightest
  • The groom walks from the open doors of the Temple to the altar, usually accompanied by both of his parents, or their representative. As he walks up the aisle, he must ceremonially ‘fight off’ a number of attackers. This is to symbolise his determination to protect his family, both his parents and his future children. These ‘attacks’ are entirely ceremonial at this point and consist of one of the guests standing in front of the groom who places a hand onto their shoulder.
  • Once the groom has reached the altar, the bride walks up the aisle. She, too, is accompanied by her parents or their representatives. She enters the temple with a basket overflowing with flowers, which she stops and gifts to guests as she travels up the aisle, as a promise for the future, a reassurance that this family will always be patient, kind and supportive. She steps forward to stand next to the groom. On their left hand side stand both mothers, on their right, both fathers.
  • The ceremony is individualised to each couple and will have formed a major part of the planning. Words spoken and vows exchanged will be individual and unique, however all weddings must have a blessing and an exchange of either rings or torcs.

After Party

After the ceremony, the couple leads a walk to the garden where they will share the afternoon with their friends and family. This might be a carriage ride away, but it must always be outdoors and there must be some walking involved to get there.

In this outdoor space, which has traditionally been decorated by the guests the morning of the wedding itself, the couple sit and open gifts from the family and friends, while everyone feasts and parties around them. The couple do not eat but, once they are done, the entire gathering make a traditional toast, to the past, the present, and the future. The couple then share wishes for each of the guest, either spoken or written.

Once this is done, it is time for the couple to enter their life as such. The guests form an escort, lining up to lead them out of the Temple grounds. Their families then escort them back to their house to welcome them as a pair within the home. Or, if they don't have one, they walk three times around the temple grounds, then lead the couple back to the temple where they have a room.

Traditions & Superstitions

  • Wherever the bride and groom sleep that night should have three candles in the window. One almost burnt down, one lit, and one that is unused. These represent the past, present, and future for the couple.
  • Once they are alone, the couple should pray together for at least a half break.
  • The couple should not eat anything until the following morning.
  • Neither of the couple should leave the house / room at the temple until the following morning.
  • Every member of the wedding party should light a candle in their window that night, as a symbol of good fortune for the couple.

Cost

The normal cost for a wedding ranges in size.
Small (1-7)3,000 GN
Medium (8-14)5,000 GN
Large (15+)10,000 GN

** If you are interest in having your character married in Ne'haer, but do not want to use the traditional means of marriage, please PM a prophet of Ne'haer.
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[Ne'haer] City Lore

Food

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Citizens of Ne’haer experience a wide variety of platters, but their main dishes consist most of things caught and/or harvested from the ocean. This includes all kinds of fish, crab, clams, lobster, crayfish, seaweed, and much more. If it is edible and non-lethal, the people of Ne’haer probably use it in one dish or another.

Spices are also another major additive of Ne’haer cooking. Those they don’t tend to make exceptionally spicy food, the citizens lean toward flavor and complimentary pallets that go well with seafood. Due to this, the citizens love to import different kinds of wine and alcohol from all over the globe to use and taste test with their foods.

Lastly, greens and vegetables are considered highly important for sacred and religious reasons. Normally after a ritual fasting, citizens devoted to the All God tend to eat nothing but greens for several days, attempting to preserve the purity they’ve received from the divine. These salads are normally very bland and sometimes oddly flavored as they’re composed of a mixture of what the city considers ‘cleaning’ fruits and vegetables.
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[Ne'haer] City Lore

Music

One who lives in Ne’haer will find that these people love to express themselves through song. Their voice is their main instrument, used often in festivals, ceremonies, diplomatic speeches and much more. Tending to lean more for acapella and acoustic, natural sounds, the citizens of Ne’haer try their best to perfect the folk songs, hymns, and other music they hear from yonder. If a traveling Ne’haer citizen overhears a tune they enjoy, more often than not, they will attempt to learn it in hope of passing it along to their families or even, singing it as a prayer to the All God.

Another instrument of choice is a Ukulele, though most citizens choose to use the musical instrument that doesn’t need to be carried around: their voice.
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[Ne'haer] City Lore

Language

AreaLanguagesCommonality
Ne'haerCommon, Rakahi, Common Sign, Irarian, Anume, DregneenCommon - 90%, Rakahi - 90%, Irarian - 40%, Anume - 20%, Common Sign - 10%, Dregneen - 5%
IronridgeIrarian, Common, Nidtaic, Rakahi, Common SignCommon - 90%, Irarian - 90%, Nidtaic - 20%, Rakahi - 20%, Common Sign - 1%
LysoriaNidtaic, Common, Rakahi, Irarian, Common SignCommon - 90%, Nidtaic - 90%, Rakahi - 60%, Irarian - 50%, Common Sign - 5%
HyranIrarian, Common, Nidtaic, Common Sign, Naratrien, DregneenCommon - 90%, Irarian - 60%, Nidtaic - 40%, Naratrien - 1%, Dregneen - 1%, Common Sign - 1%
BaywardCommon, Rakahi, Anume, Nidtaic, Irarian, Common SignCommon - 90%, Rakahi - 80%, Anume - 50%, Nidtaic - 30%, Irarian - 10%, Common Sign - 1%
YurrovaIrarian, Common, Nidtaic, Dregneen, Rifaish, Common SignIrarian - 90%, Common - 90%, Nidtaic - 70%, Rifaish - 20%, Dregneen - 10%, Common Sign - 1%
MillstoneCommon, Anume, Rifaish, Naratrien, Common Sign, IrarianCommon - 90%, Anume - 80%, Rifaish - 50%, Naratrien - 10%, Common Sign - 2%, Irarian - 2%
CycresCommon, Rakahi, Nidtaic, Irarian, Common SignCommon - 90%, Rakahi - 90%, Nidtaic - 60%, Irarian - 30%, Common Sign - 1%
TrethRakahi, Common, Anume, Nysin, Common SignRakahi - 90%, Common - 90%, Anume - 5%, Nysin - 5%, Common Sign - 1%


** Percentages indicate how much of the total population speaks this language / how often this language is used within the city. Languages not listed within a city area are assumed to be 1% or less of speakers.
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[Ne'haer] City Lore

Schooling

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Even though Ne’haer is vastly different from the great minds that rule Viden, their education system is up to par in terms of standard knowledge. However, unlike Viden, Ne’haer places a strong focus in religious education, Immortal history and knowledge lessons, and rituals practiced throughout the various religions, as well as most well known champions of the Immortals. One Immortal Ne’haer places a strong focus on in school is U’frek, given that the major populace of the city, as well as one of the predominant religions practiced, are Biqajs and the Saraja.

Of course, in every city exists social standards, ones set by the separation of wealth classes and Ne’haer is by no means exempt from this standard. There are three paths a child may follow based on their family’s guidance. They may follow a religious path, one set by the government of Ne’haer and generally taken by most citizens. They may follow a privileged path, one set by private institutions donated and put together by factions, powerful families, and other noteworthy people. Or they may follow a self guided path, one that usually involves homeschooling and traditional family practice and education -- a path that is normally taken by traveling Biqajs. Though these paths differ from the other in a variety of ways, they each attempt to educate young Ne’haer citizens with the knowledge of the world and religion in it.

Religious Path

Cost: Free
Duration: 5 Arcs - 17 Arcs
Knowledge: This knowledge may only be added to character sheets that have listed in their history that their character was educated through Ne'haer's education system. If your character sheet does not have information in their history stated they were taught in Ne'haer, an intervention will be placed and you will not be able to roleplay further until necessary edits have been made. You may add these knowledge at any time if your character was taught in Ne'haer. For started characters, these knowledges DO NOT add to your total knowledge count. Please make sure to copy/paste the knowledge below in its listed format onto your CS.

Code: Select all


Privileged Path

Cost: 100 GN Per Child Enrolled
****If you're a starting character and would like to choose this path, you MAY NOT start with any GN. You MAY NOT cash out your house for GN as well. Those raised within the Privileged Path are assumed to either be with their parents still or in a place of their own.
Duration: 4 Arcs - 19 Arcs
Knowledge: This knowledge may only be added to character sheets that have listed in their history that their character was educated through Ne'haer's education system. If your character sheet does not have information in their history stated they were taught in Ne'haer, an intervention will be placed and you will not be able to roleplay further until necessary edits have been made. You may add these knowledge at any time if your character was taught in Ne'haer. For started characters, these knowledges DO NOT add to your total knowledge count. Please make sure to copy/paste the knowledge below in its listed format onto your CS.

Code: Select all


Self Guidance Path

Cost: Book Materials and Supplies - 50gn Per Childed
Duration: 3 Arcs - 20 Arcs
Knowledge: This knowledge may only be added to character sheets that have listed in their history that their character was educated through Ne'haer's education system. If your character sheet does not have information in their history stated they were taught in Ne'haer, an intervention will be placed and you will not be able to roleplay further until necessary edits have been made. You may add these knowledge at any time if your character was taught in Ne'haer. For started characters, these knowledges DO NOT add to your total knowledge count. Please make sure to copy/paste the knowledge below in its listed format onto your CS.

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word count: 670
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[Ne'haer] City Lore

Slave Education

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When a slave is rescued and brought back to Ne’haer, many things are established and made possible for them. Among these rights granted to them is the right to an education, one fairly provided to them by city. It is understandable for the freed slave to need time to adjusted to their new circumstances, which is why they are given ample time to settle into their new lifestyle within the city. A government official is assigned to the freed slave to make sure they not only feel safe and protected, but also to ensure they are adjusting well to the environment and can communicate when they are ready to take the next step in becoming a citizen of Ne’haer.

This next step involves education, if necessary. Depending on the freed slave’s knowledge, most will have to go through the course in order to pass examination and move onto citizen application.

Information

Test

Knowledge

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[Ne'haer] City Lore

The Shipyard

Ne’haer is well known for its master shipbuilders, being that the city’s main populace is composed of seafaring folk. A major source of income within Ne’haer comes from the city’s government funded Shipyard. The Orik Shipyard produces a number of small and large sized boats throughout the Arc. Many cities have sought commissions from Ne’haer for ships to add to their fleets. Based on trade agreements, the city of religion sees no problem in selling trade vessels and transportation vessels, however, war ships are strictly for Ne’haer and its protection.

Orik Shipyard hires all who are interested in honing their shipbuilding craft. Apprenticeship is possible through the shipyard, with blacksmithing, and carpentry as secondary jobs. Those who choose to work two of the three listed jobs may earn bonus apprenticeship gold nel. When applying, please submit both job applications at the same time and provide in the information section details specifying that your character will be taking an apprenticeship with the Orik Shipyard.

ApprenticeExtra 1 GN Per Day
ShipwrightExtra 2 GN Per Day
Master ShipwrightExtra 4 GN Per Day
ApprenticeAny skill level may apply.
ShipwrightCompetent in two of the listed skills: Shipbuilding, Blacksmithing, Carpentry.
Master ShipwrightMaster in two of the listed skills: Shipbuilding, Blacksmithing, Carpentry.

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Canoe
Price: 50 gn.
Crew: 1.
Passengers: None.
Information: Usually pointed at both ends, this lightweight, narrow vessel is propelled by a single, seated or kneeling paddler facing in the direction they wish to travel. Characters use canoes for recreational sports, leisure fishing, exploring caves, and crossing small lakes or rivers within their chosen city. Also referred to as a dugout, canoes can be crafted from tree logs by novice shipwrights.


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Rowboat
Price: 200 gn.
Crew: 1.
Passengers: No more than 3.
Information: A rowboat is propelled forwards by one or more individuals using oars, attached to the boat through open metal rings called horns, which are fixed to either side of the boat via an oarlock. Rowboats are used on lakes, rivers, and to transport people or goods to bigger boats anchored near the shoreline. Some characters might choose to use them for recreational fishing.

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Fishing Boat
Price: 500 gn.
Crew: 1.
Passengers: Up to 6.
Information: The humble finishing boat is used much like the rowboat, but can carry up to six grown men, and has enough room to bait and set hooks or traps for crayfish and crabs. Unlike the rowboat, people are able to stand up in this vessel without falling out. Many larger boats keep a couple of these boats for getting between their ship and the shore easily, or exploring unchartered waters to evaluate the water depth and safety.

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Sloop
Price: 1000 gn.
Crew: 1.
Passengers: Up to 4.
Information: Used for sailing along the coastlines or up rivers of a character’s chosen city, a sloop is a single mast fore and aft rig vessel. It has one large mainsail and a much smaller boom sail (headsail) aft of the mast. The mainsail is also called the jib (a triangular staysail that sets ahead of the foremast of a sailing vessel) or genoa jib (a large jib or foresail) located forward of the mast.


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Ketch
Price: 1500 gn.
Crew: 2.
Passengers: No more than 10.
Information: A ketch is bigger than a sloop as it has two masts instead of one. The forward mainmast is always larger than the after mast (often referred to as the mizzen). They are commonly used as a freighter or fishing vessel, and much like the sloop, are really only good for following the coastlines of a character’s chosen city, or island hopping, as the open sea is just too dangerous for such a small boat.

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Keel Boat
Price: 2000 gn.
Crew: 4.
Passengers: No more than 20.
Information: A large, flat-bottomed, river cargo, ferryboat with shallow structural keels, these boats are only used on big rivers or lakes for transporting people or cargo, such as, logs, horses, crops, materials, and wagons. Usually long and narrow, the keelboat is often unsheltered and is treated as a barge. The keelboat is perfect for navigating shallow waters that other boats can’t move through.

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Long Ship
Price: 3000 gn.
Crew: 21 t0 41 (40 oarsmen and one cox).
Passengers: No more than 45.
Information: These graceful ships have a shallow draft which allows for navigation in water only four feet deep and can land on sandy beaches without taking damage. Being double-ended means they can reserve with ease and change direction quickly, making them perfect for sailing in cold waters where icebergs and sea ice becomes a problem. Oars are fitted along the length of the boat and include a single mast and large, square sail.

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Schooner
Price: 5000 gn.
Crew: 2 to 6.
Passengers: No more than 10.
Information: A vessel with two or more masts with fore and aft sails, the foremast being the shorter of the two and never taller than the mizzen if one is present. This ship will get a character from one continent to the next, but in unsafe waters, is a risky choice for long distant travel. Schooners are fast, enabling them to outrun and outmaneuver some of the bigger ships on the ocean, including the cog ship, a favourite among pirates.

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Cog Ship
Price: 10000 gn.
Crew: 10.
Passengers: 50.
Information: A single masted vessel with a square-rigged single sail, the cog ship is used namely for seagoing trade and long distance journeys. Cog ships can carry and transport a large volume of goods and are very popular among pirates and other ne'er do wells who like to use them for carrying all of their treasures wherever they go. They are also used by the navy to transport prisoners in custom cells built under the main deck.

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Brig
Price: 15000 gn.
Crew: 12 to 16.
Passengers: No more than 60.
Information: A large vessel with two square-rigged masts and are known to be fast and manoeuvrable, making them the perfect warship or merchant vessel. A brig is distinct from a three-masted ship by virtue of only having two masts. Often equipped with many cannons (up to ten on each side), pirates tend to steer clear of these naval ships that are popular in northern and western parts of Idalos, such as, Rynmere and Ne’haer.

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Galleon
Price: 20000 gn.
Crew: 30.
Passengers: 350.
Information: A large warship, the galleon is a lot slower than the brig, but also very popular among pirates and wealthy merchants for its large cargo storage. Twice as fast as the cog ship (if it isn’t overloaded with loot), and a lot more manoeuvrable, able to stand rough sea storms and the odd hole from cannon fire, even the Mer prefer not to mess with these ships, generally able to go wherever the water is deep enough to house them.

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Tallship
Price: 35000 gn.
Crew: 60.
Passengers: No more than 220.
Information: A large, traditionally rigged sailing vessel with three or more masts, all of which are square-rigged and is often referred to as a full-rigged ship, collier, or frigate. The masts include a foremast (second tallest), mainmast (the tallest), mizzenmast (third tallest), and a jiggermast (the shortest mast if indeed present). It has a minimum of twenty sails and is very demanding of its crew.
word count: 1231
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[Ne'haer] City Lore

Imports & Exports

Due to its location, Ne'haer's major exports consist of fish, small and large ships, pearls, corn, lumber, and cattle. These are only the major exports that the city is able to trade at low cost due to its abundance and quick production. Ne'haer offers a much larger variety of items when selling to other cities and towns.

Stave Grass (Medicinal Use)Amber Pine (Medicinal Use)Pine Lumber
Oak LumberAlder LumberAnchovy
AmberjackBassTrout
Black CodEelHerring
MulletDried BeefDried Pork
Dried Venison FurLeather
JuteHempCotton
PealsBloodstone GemsLabradorite Gems
ParchmentInkFish Oil
Variety of HerbsCornCarrots
ApplesLemonMango
OrangesRye FlourWheat Flour
Red DyeGold DyeCatamarans
DriftersDorysFifies
FluytsLuggers

When it comes to Ne'haer's imports, it sees a wide variety of items come through its harbor. From medicinal herbs, books, building material, to different kinds of seeds, domesticated animals, weapons, stone, and much more. However, Ne'haer is better known for striking trade deals for better educational opportunities for its citizens. Often times there are many civilians that are brought over on Ne'haer's trade vessels.

StonePitchA Variety of Weapons
Leather ArmorPlate ArmorIron
SteelGeminiteIdalinium
Purple DyeCustom DyeSaffron
PaprikaPeach SeedsPineapple Seeds
Redwood LumberOak LumberMaple Lumber
Mahogany LumberAmaranth FlourOats
LinenWoolSilk
EmeraldsImperial TopazKornerupine
KyaniteRubiesBooks
Medicinal HerbsMedical Instruments
word count: 200
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