Nova's Hall
The vermin city of Nova's Hall
Nova's Hall, the ancient hiding place of a large group of vermin,
conceiled in their tunnels, caverns and caves within the western mountains.
The entrances hidden and shielded from outside eyes high within the
mountains, desolate and empty and abounding with tales of how beasts vanish
if they venture to high into those desolate peaks.
The Hall itself consists of four parts:
The Guards
The guards duties speak for themselves, they are the trained sword arm of the Hall, the army and keepers of the peace. The are well trained and disciplined under the guiding paw of their General or his second in command the feared Nova Ferri.
The Priests
The Priests are the religious body of the hall, upkeeping the ancient precepts and beliefs that have guided their society for seasons in the secure seclusion of their mountain caverns. They are a powerful and respected group within the Hieracrchy of the hall and it is unwise to cross them unless you have protection to keep you safe from their ire.
The Novas
The Novas are the elite core of the Hall, the rulers and doers, attaining apprenticeship to the Nova's is the greatest challenge for any young vermin within the Hall and if you can succeed in gaining the status of Nova you are above the law, untouchable by any except the full might of the Nova Council. The Novas' word is as law and it is their say so and their guiding paw that rules the Hall and helps it to prosper under the firm and unwavering guidance of the Lord Nova, undisputed leader of the Hall.
A Nova can be recognised by the ten marks they carry, five on each arm, burnt into the flesh, an apprentice can be recognised by the lesser number of marks they carry and depending on how many denotes how far along they are in their training.
The most common way to recognise the Nova is by the black cloak they wear, lined with silver to represent the number of Marks they carry on the arms of those cloaks. Do not cross the Nova or their apprentices for that is a folly any would regret slave of true vermin.
The Merchants
The Merchants are those beasts whose calling has sent them down the path of trade and commerce and who have dealings with the outside world, they venture forth in small trading parties to do bussiness with the outside, selling their goods to those who wish to buy and bringing back goods that cannot normally be found in the world outside.
They are led by the Chief Merchant elected by the major Merchants and nobles of the hall usually in heated elections, whoever controls the Chief Merchant has control of a vote on the ruling council of the hall.
So there you have it the Nova Hall, a place of Vermin with one very firm belief, Vermin were brought into the world to enjoys its bounty and those who call themselves woodlanders are slaves, born to be slaves and serve their betters so keep that firmly in mind woodlanders who may stray into the caverns or mountains of the hall, in their eyes you are a slave.
To vermin we have a slightly less dire warning you are an outsider, who will be seen with mistrust and caution if you should venture into the hall, and as an outsider with no ties to the hall and its intricate Hieracrhy you truly will have to start as the lowest of the low. The Hierarchy is all encompassing and features in every aspect of their daily lives, for more information take a look at the links below.
Directions:Portal-PRA-G-MG-DG-OG-TT-TM-EF-FM-SUMT-FMO-HT-CD
For more info contact Ferri, Evoc, Sarel or Nova_build
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The Hall itself consists of four parts:
The Guards
The guards duties speak for themselves, they are the trained sword arm of the Hall, the army and keepers of the peace. The are well trained and disciplined under the guiding paw of their General or his second in command the feared Nova Ferri.
The Priests
The Priests are the religious body of the hall, upkeeping the ancient precepts and beliefs that have guided their society for seasons in the secure seclusion of their mountain caverns. They are a powerful and respected group within the Hieracrchy of the hall and it is unwise to cross them unless you have protection to keep you safe from their ire.
The Novas
The Novas are the elite core of the Hall, the rulers and doers, attaining apprenticeship to the Nova's is the greatest challenge for any young vermin within the Hall and if you can succeed in gaining the status of Nova you are above the law, untouchable by any except the full might of the Nova Council. The Novas' word is as law and it is their say so and their guiding paw that rules the Hall and helps it to prosper under the firm and unwavering guidance of the Lord Nova, undisputed leader of the Hall.
A Nova can be recognised by the ten marks they carry, five on each arm, burnt into the flesh, an apprentice can be recognised by the lesser number of marks they carry and depending on how many denotes how far along they are in their training.
The most common way to recognise the Nova is by the black cloak they wear, lined with silver to represent the number of Marks they carry on the arms of those cloaks. Do not cross the Nova or their apprentices for that is a folly any would regret slave of true vermin.
The Merchants
The Merchants are those beasts whose calling has sent them down the path of trade and commerce and who have dealings with the outside world, they venture forth in small trading parties to do bussiness with the outside, selling their goods to those who wish to buy and bringing back goods that cannot normally be found in the world outside.
They are led by the Chief Merchant elected by the major Merchants and nobles of the hall usually in heated elections, whoever controls the Chief Merchant has control of a vote on the ruling council of the hall.
So there you have it the Nova Hall, a place of Vermin with one very firm belief, Vermin were brought into the world to enjoys its bounty and those who call themselves woodlanders are slaves, born to be slaves and serve their betters so keep that firmly in mind woodlanders who may stray into the caverns or mountains of the hall, in their eyes you are a slave.
To vermin we have a slightly less dire warning you are an outsider, who will be seen with mistrust and caution if you should venture into the hall, and as an outsider with no ties to the hall and its intricate Hieracrhy you truly will have to start as the lowest of the low. The Hierarchy is all encompassing and features in every aspect of their daily lives, for more information take a look at the links below.
Directions:Portal-PRA-G-MG-DG-OG-TT-TM-EF-FM-SUMT-FMO-HT-CD
For more info contact Ferri, Evoc, Sarel or Nova_build