Updated codex. Some areas are still under construction.(This is a thread from Mizahar's fantasy role playing forums. Why don't you register today? This message is not shown when you are logged in. Come roleplay with us, it's fun!)
by Crow on July 31st, 2016, 1:55 am
When the war of the gods reigned down upon and ravaged the land, countless numbers of people lost their lives. Those that survived were forever changed. In the wake of the destruction, chaos and evil set in and took root. Of course this was all as Rhysol had planned. He reveled in the new world that he helped to create until one of his own followers, his greatest and most loved, The Voice, helped give birth to a new idea. As grand as chaos was, it would inevitably end as soon as the other gods renewed their own influences upon the world. The best way to counter this was to act in a way that none, not even the gods would expect.
Thus Rhysol revealed to The Voice, the location of a special landmark; a black shard found in the center of Lake Ravok. This shard had grown from the bottom of the lake at a point where a single drop of Rhysol's blood had fallen during his short but deadly conflict with Sylir. The shard was a direct link to Rhysol and thus could focus a bit of his divinity into the area surrounding it. The Voice traveled to Lake Ravok and constructed a temple around it. From that temple and with the help of her Druvin, she spread the word that Ravok was a place of safety, a place of protection from the chaos and uncertainty of the outside world. In the wake of the Valterrian, people looked for some sort of salvation and The Voice along with the yet young but growing religious organization offered just that. People began coming to the temple by boat or anything else they could find that floated. Over time, the hodgepodge of floating debris grew. The Voice and her disciples worked to educate and train the people how to survive. She helped provide them shelter and food and gave them new hope. This was of course all due to the mercy of Rhysol and by accepting help from The Voice, the people were accepting Rhysol into their lives.
Over the next few centuries, Ravok grew and flourished. Five hundred years after the Valterrian, Ravok is a city of art and culture; of religion and prosperity. While not everyone is wealthy and powerful, everyone who lives in the city and accepts Rhysol as their savior and protector finds that they are safe from war, safe from chaos and safe from the uncertainty that awaits them outside of their glorious city.
by Crow on July 31st, 2016, 1:55 am
Ravok is the most northern settlement in the Sylira region. The most unique aspect of the city is that it is built in the center and on the surface of a vast lake which also gets its name from the city; Lake Ravok. The buildings of Ravok are constructed on wood piles, spaced very close to one another. Due to the nature of their placement and construction, the wood does not decay over time and is said to be as strong as stone. Building foundations rest on the wood piles while brick, stone and wood buildings rest upon the footings. Canals offer the main form of transportation throughout the city while small bridges connect upper levels and docks on the lower ones to allow foot traffic. Protected by its location, Ravok offers a home for those wishing to escape the chaos of the post-Valterrian world. It is also the home of The Black Sun, the main religious organization serving, Rhysol, the God of Evil.
The lands around Ravok Lake feature no specific roads of travel. As such varieties of forests riddled with marshes surround the southern parts of Ravok. In areas to the west and east are mountainous terrains with jagged and strange rock formations.
Ravok is a city of immense beauty and romance shadowed with darkness and corruption. Built to effectively float upon the water, a spiderweb of canals both large and small, weave their way between buildings like roads. One may access nearly all buildings via a canal; many of which actually run through the lower levels of various structures. Most people move around the city via bridges connecting various buildings to one another, over one of the many docks or of course by traveling down a canal aboard a Ravosala; a long, slender, elaborately carved boat steered by a pilot wielding a long pole.
From the mainland, Ravok is only accessible by boat as there are no bridges or other connections linking the city to anywhere else. There are a series of forts and trading posts located at various points around the lake which offer authorized transport to and from the city. Traveling from the shore takes a long time, averaging at 10 knots it can take anywhere from three to four bells to reach the city, even longer for slower ships.
The main form of travel for citizens to and from the city is by Water Glider, a special boat built by the Ravokians known for its speed. These boats consist of two or three hulls joined together, and often have a netted "deck" for passengers to lounge on during transit. The boats are built for speed, easily reaching 10 knots in average wind conditions, though they have been known to reach max speeds of up to 30 knots with enough wind. It is approximately 40 miles from the nearest point on the shore to the docks.
Ravok is a relatively small city in comparison to others, in that it is rather compact. It is built on floating platforms all bound together with ropes and other, more secure, forms of binding. While there are walkways and bridges, there are many locations accessible only by water. These locations are accessed by the canals, the openings between the platforms that the buildings float on that crisscross throughout the city. Ravosala, gondola-like boats, are the only form of water transportation allowed on the canals, and are largely piloted by the Ravosalamen, though it is possible to own your own Ravosala and pilot it yourself. The Ravosala are moved through the water using long poles to push off the buildings on either side, allowing the boats to glide along through the canals. It is not possible to push off the bottom of the canal.. unless you have a pole that can reach about five hundred feet down to the ground below the water.
Trying to walk from one end of the city is much slower than taking a ravosala, because not every platform connects to every platform around it. Sometimes a person would be required to take a very roundabout route just to reach a platform right next to the one they are standing on, simply due to there not being a bridge connecting those two together. It is much easier to simply take a boat and pay the boat keeper a minimal fee. These fees are considered part of your living expenses in Ravok.
The other aspect of local travel involves those with professions that take them outside of the city. The main reason I am bringing this up is because I often see characters who will leave the city for a few hours, go kill a deer or two, then come back all in the same day. Unless you are very lucky, this is not a very efficient way of doing things. Traveling from the shore to the city, or vice versa, can take as long as four bells (hours) depending on wind conditions and the type of ship. The average is about 3 bells, though particularly fast or magical ships might get you there in two. Also, most captains will not sail at night, so you can usually only travel to and from the city from dawn until dusk.
So.. leaving the city is a long trip. Using the hunter example again, because they are the most common travelers to and from the city, if you woke up early (let's say 6a.m.), it would be 10a.m. by the time you reached the shore. Then you would actually have to go out an hunt.. that is usually an all day affair, but let's say you got lucky. You hunted for five hours, and made it back to the docks by 3p.m. Then you took a boat back to the city, another four hours, and finally made it back by 7p.m, just in time for dinner. So you spent 8 hours on a boat, and five hours hunting.. that really isn't very productive. Most hunters should expect to spend at least one night outside the city if they want to be effective hunters. This goes for almost any profession though.. most of your day will be wasted traveling, so it would be best to make plans for extended trips when heading for the shore. This season I plan to make several new lakeside locations, including an inn, to make this easier, but the time constraint is not something you can get around. And it is highly unlikely that you can make multiple trips to and from the city in one day.. unless you are hiring a private boat, or using your own maybe. But even so, you would be spending a whole lot of time out on open water.
Long Distance Travel
Lake Ravok is miles away from the nearest city, nestled in the center of a dangerous forest filled with wolves, bears, and other monsters. There are no official roads to Ravok, only game trails and various land marks used by those who know where to find them. One can also come from the North, taking the sea route, but there is no official landing spot along the northern shores of the Sylira region, and after that it is still a few days travel to the lake.
One might ask, why does anyone visit Ravok at all? In truth, not many merchants do and Ravok is highly self sustained, but those that do visit find themselves generously rewarded and rarely leave the city without their purses heavier than when they arrived. Traveling merchants are perhaps the only outsiders to Ravok that are welcomed with open arms.
Any trek to or from Ravok should be undertaken with the utmost caution. Your trip will likely take you an entire season, if not more, especially if you do not have a map or lores regarding the various trails and landmarks in the Wildlands. It is also dangerous to travel alone, so if you are planning a trip, it would be best to travel with a group. You will never find a merchant, or one alive anyway, that made the trek without an armed guard to escort him.
Overall, travel to Ravok is dangerous, there are no roads to guide your way, and it takes a really long time. Be careful when considering this, remember to bring plenty of gear, and don't go alone.
Credit to Crow for this write-up.
by Crow on July 31st, 2016, 1:56 am
Ravok is not a dank, dirty cesspool of crime and disgust. It is a beautiful city, safe if you know where to go and what to do and the people are filled with a sense of pride for their home. Even the slaves, many of them educated, are proud (not all of them of course and certainly not right away). On the surface, the city looks and feels like an ideal place to live. Few, if any of the general population has any notion that Rhysol, The Black Sun or the Ebonstryfe are anything other than symbols of greatness, love and protection. The city is clean and the people are content. Of course there is so much more behind it all; so much more that takes place in the shadows and behind closed doors but overall, Ravok is alluring and exotic, luxurious and inviting.
It would not serve Rhysol or his faithful followers to present an image of darkness and evil. Thus Ravok would not be a city if people were not attracted to it in some way. I mean, who wants to live in a dirty, crime-filled cesspool of violence and filth? A beautiful city of luxury, excess that is safe, clean and where the people are proud is the perfect lure to bring others into the fold.
The most noticeable feature of Ravok is the simple fact that it is on a lake. All the buildings float on large platforms, since the bottom of the lake is much to deep to touch. In between houses and other buildings are canals, some wide, and some thin enough to jump across. There is the occasional bridge, but those are few and far between. An adventurous runner could make their way though the city by jumping over canals, or crossing over the thick ropes that tie most of the floating platforms together... lest they drift and the whole city falls apart. However, most citizens prefer travelling by Ravosala, taking the easy way through the city's canals.
The buildings themselves are made of a variety of materials, though mostly wood. This is because the resource is easy to find on the Lakeshore, and quite simple to transport, compared to stone, as well as the lighter nature of the material. They are tall and multi-story, to save as much space as possible, and create as much living or working area on a single floating platform. The roofs aren't too steep, and generally covered with wood, or shingles for the richer residents. The mild weather means that protection from the elements isn't as important.
Because the city is in the middle of a lake, vegetation is particularly... lacking. Window boxes are popular for those who want a little bright color around their houses, and there are a few gardens here or there, for generally practical reasons. A herbalist might have a small plot of (transported) soil behind their work so they can easily gather supplies without having to take the long trip to shore. The richer citizens also have the money to build gardens, but they are few and far between. There are no trees, period, as they require too much soil and space to be practical.
Though there are streets closer to the center of the city, including a large plaza, most ways of getting around (by foot) are taking small and thin paths between buildings and the canals. Sometimes there is no flat space between these, and buildings drop straight down into the water. Paths will abruptly end, sometimes crossing over on bridges, sometimes slipping through covered walkways between and under buildings. Getting from one point to another by foot can be a dizzying experience for even the most sensible Ravokian, and the way can turn into a labyrinth for any unwary newcomer.
A Stroll Through Ravok
Credit to Gillar for all of this insight.
by Crow on July 31st, 2016, 1:56 am
This map is not entirely accurate but is close enough. Use the locational descriptions for precise placement and size. More descriptions coming. Consider this a WIP until further notice. Credit to Gillar for 'The Docks' descriptions.
City Center is one massive plaza with the structures being interconnected either in an obvious way or through passages known only to certain ranks within the Black Sun and Ebonstryfe. Canals offer access to everything either from the edge of the buildings or from a maze of the oldest canals in Ravok which runs underneath it all. These were built over to accommodate for the growing city but not blocked as the architects and Black Sun understood the importance of such routes. The Temple of the Black Sun dominates everything in the city but is most impressive when viewed from the inner courtyard. Large bridges connect the central platform to the Noble District but most people come and go by ravosala.
1. The Temple of the Black Sun - Central location for all things government and religion.
2. The Black Hole - Prison and Reeducation center of the Ebonstryfe.
3. The Vitrax - - Headquarters of the Ebonstryfe.
4. The Institute of Higher Learning - A school owned and operated by the Ebonstryfe.
5. Fort Chrysone - Fortified outpost housing the city guard.
6. Center for Employment and Business Licensing - Government ran facility that grants business licenses and monitors employment.
7. The Citizen Registration Office - Where all who want to become full citizens of the city must register.
8. The Bell Tower - A well-known tower that rings out the time of day.
Ravok's upper class holds a great deal of wealth and influence in all parts of the city as well as the Lakeshore. The Noble District is where they live, shop and socialize as they view themselves to be above the rest of Ravokians. The buildings are close together and there are plenty of walkways to get around though there are places where ravosalas are the best means of transportation. The bridges are elegant and sturdy as they form tall arcs over the canals and braziers light up the waters every evening in reflections of the gorgeous architecture.
9. The NMSS - A medical facility that provides goods and services for healing, as well as research... among other things.
11. The Owl's Den - A place for the most enlightened to learn more of whatever they might wish!.
10. The Pit - A city park where slave fights are held in a large, iron-fenced pit.
13. The Nitrozian Estate - Large estate housing the Nitrozian family and its slaves.
14. The Studio of Yae Varone - Art gallery and coffee house for the rich.
15. Chromatic Strings - A small, specialized shop focusing on string instruments.
15. Black Waters - A massage parlour and spa for those who do not which to travel to the Baths on the Lakeshore.
15. Azure Reflections Fine Tailoring - A store popular with the nobles that specializes in fine clothing and fabrics.
The Merchant's Ring is a small plaza south of the City Center where average people try their luck at running a business. There are a few places to eat or grab a drink as well as a handful of specialty shops. It's like a small town tucked away next to the big city. The architecture of the buildings and walkways is sound but much simpler than that of the Noble District and pales in comparison to the beauty of the City Center. Walkways are narrow but solid though foot traffic can be confusing since maintaining the bridges and catwalks can be so expensive. It's not uncommon to walk out of a shop and start home only to find yourself staring at an unfinished crossing. In a city of faith, sometimes you have to make a literal leap to reach your destination. The Merchant's Ring also acts a buffer between the City Center and the Docks.
16. Mystic Eye Fortune Telling- A not so easy to find place to find one's fortune.
19. Maven's Thread - A clothing store specializing in garments for people from all walks of life.
19. The People's Market - A small plaza filled with foodsellers and traders of edible goods of all kinds.
20. The Malt House - A bar that sells meals and drinks, family friendly in the early evenings!
21. The Defiled Blade - A forge owned by a pair of brothers; one an armorer, the other a weaponsmith.
22. Mikayas' Emporuim For Sculpted Curiosities - A carving shop!
23. Gemmei's Engravings - Dealing in carvings, engravings, and jewelry.
23. Café Fleurs - A small, very green, café specializing in teas and snacks.
24. The Galatos Family Commorancy for Children - A towering brick building that serves as a school, hospital and home for orphans.
29. The Spicy Lass - A tiny shop dealing in spices.
29. Jester's Corner - A corner shop offering a wide array of musical and entertainment gear.
30. Trigol's Tools and Trade - A popular store known for its tools, miscellaneous gear and wholesale trade goods.
The most common sight for all who either enter or exit Ravok is the area known as The Docks. Although effectively consisting of the entire outer rim of the city, the largest part and most well-known section of The Docks are largest on the southern side of the city where one of the main canals joins with Lake Ravok. Large plazas line each side of the canal as do docks of various sizes. There are docks for larger trading vessels as well as seemingly countless ravosala's in a variety of colors and designs. The Docks are a place for gathering, be it for commerce, romance, or darker activities. The plazas are surrounded by merchant warehouses, shops, taverns and even housing. Great bridges span the canal and connect the two main plazas of The Docks, The Nitrozian Plaza and the Plaza of Dark Delights.
The Docks has a separate forum for roleplay found here.
The Nitrozian Plaza
The Nitrozian Plaza is named after the merchant who owns most of it, Sitanos Nitrozian. It is home to numerous taverns, boarding houses, shops and other forms of business. On the outskirts of the Nitrozian Plaza and lining a variety of small branching canals are the mass housing units of the Nitrozian Housing Commission. After the city was founded and began to grow, it was obvious that housing would soon become an issue. The Nitrozian family of the time devised a way to maximize housing space and created the NHC to solve the problem. The NHC is a series of large buildings each containing a large number of small housing cubicles. These cubicles resemble rooms one may find at an inn and in fact, each NHC building is designed much like a very large inn complete with common room and eating facilities. The rooms are cheap, far from extravagant, but offer citizens a place to live. The Ravokian Shipyard is also located on the lake side of the plaza.
33. Thorin's Forge - A large forge located on the northern side of the docks, dealing in anything non-weapon/armor related.
36. The Soup House - A simple restaurant that sells soup... and only soup.
37. The Healing Hand - A medical center supervised by the Black Sun.
39. Ino Vations - Funded by the Valdinox family, this is the new location of Inoadar's Poison Crafting lab and shop!
41. The Offices of the NHC - An organisation specialising in inexpensive housing for citizens.
41. Lucillus & Associates - Law and Attorney services for the citizens of Ravok!
45.Tarsin's Boarding House - Specializes in renting rooms out to visitors entering the city.
46. Odds and Ends - A shop dealing in a little bit of everything from food to clothing and all points in between.
51, 53, 55. The Ravokian Shipyard - City-owned shipyard; also monitors traffic on the lake.
59. The Silver Sliver Tavern - A popular tavern for city residents and visitors alike.
60. Sullins Residence - The home of Clyde Sullins
The Plaza of Dark Delights
The Plaza of Dark Delights is quite the opposite entity compared to the Nitrozian Plaza. The "Dark Delight" as it is commonly referred to is a place where nearly anything can be found for a price. Brothels, slavers, the black market, assassins and criminals of all kinds frequent the Dark Delight. With all of these activities supported and regulated by the Ebonstryfe, individuals partaking in such activities need not fear operating openly in the plaza. The danger comes when someone oversteps their bounds and/or is caught interfering with the lives and businesses of those of influence within the city. Although still routine in its occurrence, such a thing incurs deadly repercussions.
31. Tine's Exotic Goods - A shop in the Plaza of Dark Delights dealing in exotic, rare and often illegal goods.
31. Black Tar's Alchemical Services - A small shop in the Plaza of Dark Delights that specializes in various alchemical concoctions.
31. Funel's Ink - Located in the Plaza of Dark Delights, this tattoo parlour can receive customers from even the most affluent families.
32. House of Immortal Pleasures - A popular brothel located in the Plaza of Dark Delights.
50. Nicolo's Ravosalas - The premiere ravosala dealer in Ravok.
50. The Last Row - Disposal and acquisition of bodies for those who desire.
52.The Spot - A place to get a drink and find odd jobs of all sorts.
56. The Fishermen's Anchorage - The one spot in Ravok where all Fishermen gather.
58. The Slave Market - Endorsed by the Ebonstryfe, slaves of many races may be found here.
For entrance to the city and all of the lakeshore locations, visit the Southern Trading Post.
by Crow on July 31st, 2016, 1:57 am
Law & Order
Ravok is not a militant state. Ravok is not run by a military. Ravok, in all appearances, is just a normal city though to the pride of its residents -it's better than everywhere else. The City Guard are normal people. The men and women who watch over the everyday life of Ravokians believe that Rhysol is their savior and protector. As such, they consider themselves to be an extension of that protection to the rest of the civilian population. They work hard and take pride in keeping the streets and waterways safe; free of petty crimes as well as major ones. These people are public servants who dedicate their lives to upholding the paradise they call home to the high standards that all Ravokians set for their fair city.
There is no doubt that the Black Sun oversees everything in Ravok as well as all of Rhysol's interests on Mizahar. Within the city proper, law and order is handled by the City Guard. The Ravokian Navy patrols the waters of the great lake and the Ebonstryfe guard the Lakeshore including the surrounding area up to the North Ravok Outpost.
The guidelines for behavior are simple. If you are a citizen, you have rights. If you are not a citizen then you do not exist and therefore a crime cannot, by the law, be committed against you. So what does this mean? Citizens of Ravok are expected to treat one another with respect so long as the pecking order is maintained. That's not to say that one of the more affluent families would outright bully an average person. However, wealthier people have more access to the Black Sun and Ebonstryfe as well as easier means to remove someone who disrespected them.
Rights of Citizenship
Non-citizens walk a fine line. Too tough and you're disposed of for being a threat but if you're too weak or too slow then the wash of chaos, lies and betrayal that float along unseen in Ravok's dark alleys and canals will remove you. Don't expect a warm welcome in Ravok if you don't belong. Even those outsiders claiming to follow Rhysol are viewed through a lens of skepticism, apprehension and distrust.
[OOC Note]: Whether citizen, slave or non-citizen, murder for the sake of murder is not acceptable IC in this city. With good development and reason for murder, we'd love to see a bit of death but what we will not accept is a brand new player rocking on up and committing murder in their very first thread. It is a lazy shorthand to appear "badass" and it's not appreciated.
As such, as a courtesy, we would like it if you would fling a PM in the direction of a local ST, sharing a synopsis of the plot, just so that we are forewarned or can advise you. If you neglect to let us know, the local STs reserve the right to intervene in such a thread and arrest relevant PCs, with the possibility of execution. Don't say you weren't warned.
by Crow on July 31st, 2016, 1:57 am
Slavery and You
In Ravok, having a citizenship is very important. It means that you have rights and responsibilities, protection from the Ebonstryfe, and so on. Those without citizenship have literally no rights. They are not worthy of Rhysol’s protection until they decide to apply. However… slaves, despite not technically being citizens, still have rights. In fact, quite a few are in better situations than most non-citizens.
There are two ways to gain a citizenship. First is to be born in Ravok, where one is immediately a citizen and goes through no probationary period. Usually the parents handle the paperwork. This is the most common and easiest way to become a citizen. However, there is a second way. For those coming into Ravok, and planning to stay there for a while, there is a place where they can apply. They fill out a form, and end up on a probationary period for two seasons. During this they cannot leave Ravok, or forfeit the citizenship, and any trouble with the Ebonstryfe will probably result in the removal of their citizenship. After the two seasons, they are considered full citizens of Ravok.
Most average residents of Ravok are citizens, though they always carry their certification papers with them in case questions arise. Without the papers… they are no longer citizens. They have more rights than slaves and non-citizens, and generally live quite peaceful lives. They have free healing at the Healing Hand, and the protection of the Ebonstryfe. They are also immune to slavery, so anyone with a citizenship need not fear slavers, as they go after non-citizens instead.
Slaves are in a limbo between citizen and non-citizen. Their treatment depends purely on their masters. Some are treated quite well, and slaves of some of the major families are viewed with respect. However, others are treated badly, and often end up doing less than pleasant things. There is one cultural view of slaves that is quite interesting in Ravok. The actions and presentation of a slave are quite important, and generally reflect on the master. So well treated slaves are more common than in other cities… but are not exclusive. Kelvic slaves are also common, though are generally seen as pets, or live in the KRI simply as test subjects.
All slaves, whether NPC or PC, must have monies exchanged for their complete value. The prices of slaves vary, but can be found in the Price List, as well as in the Slave Lore page. If you do not pay for the slave, moderators reserve the right to penalise PCs of money in awards, until payment has been made.
Being a slave comes with some OOC perks (the biggest one being that they do not have to pay for expenses. However, it is the strong belief of Ravok STs that there should be a penalty for this perk that slaves have. And we believe this penalty is a fair one. History shows us that slaves are property, thus they cannot own property. Mizahar should be no different, therefore slaves in the Domain of Ravok are not entitled to own any property of significant value (other than clothing or small trinkets). They must also have just cause to have any monies in their ledger. OOC and IC reasoning must add up.
All slaves/Masters must follow certain rules in Ravok:
by Crow on July 31st, 2016, 1:57 am
Ravok is a city booming with various trade businesses and markets. Most of the trade occurs between citizens of the city with the occasional visits from merchants and travelers. There are no distinct trade routes between Ravok and any neighboring or far city. Merchants require inspections and get permission to enter the docks and then the city. Trade throughout the city is prosperous and the city is mostly self-sustaining. Due to Ravok being self-sustaining the need for trade between other cities is sparse
Common Exports include wood, crafting materials and various other minor trade goods. Art and religion will always remain one of the main focuses of trade from Ravok.
Common Imports range from the dynamics of what is needed in the city. Slaves are the most common and sought after imports however; the city also looks to import a variety of exotic foods for the wealthier population.
Southern Trading Post
The Southern Trading Post is located along the southern edge of Lake Ravok. A large, fortified tower on a small hill overlooks an impressive system of docks where a number of small ships are tethered. Down the opposite side of the hill from the docks exists a small village of sorts. Made up of semi-permanent storage structures and tents, this 'village' is the first step in trade with the city. Nearly all trade goods, as well as would-be visitors, must pass through the trading post before being allowed near the water. The tower, docks, trade village and surrounding land are heavily patrolled by Ebonstryfe.
First and foremost make sure you have read over Business Plans
Businesses in Ravok can be lucrative. The major families oversee many aspects of businesses within Ravok, and the Citizens' Employment Bureau (C.E.B.) is the only place that accepts proposals. The C.E.B. was destroyed but still functions out of a different location.
Finding proper locations to construct a business is also fairly difficult as room is sparse in Ravok. Please contact your ST with any questions regarding potential business opportunities.
Over the course of a season, your character works at a job (or not) to earn money. However, you can not simply say they 'work there'. A job and wages must be arranged with the Storyteller through the Request thread.
All characters must live... and to live, they must pay Seasonal Expenses, or have someone else pay them in their stead (i.e. slaves). Seasonal Expenses come in five levels:
For more information, read Gillar's PSA post about Living Expenses.
Credit to Crow for the initial assessment and assembly.
by Crow on July 31st, 2016, 1:58 am
Ravok is utterly devoted to Rhysol, their one and only god. They view him as their protector and lord, and in turn he cares for Ravok, and makes it a safe city... for citizens, that is. Though there may be some who worship other gods as well, everyone in the city is expected to follow Rhysol, or face the consequences. Mentioning a preference for another god of goddess could get you in trouble, if with the wrong people. It is also important to remember that, although citizens and visitors would not know it, all prayers, no matter who they are meant for, are only heard by Rhysol. He takes all power from all prayers, and is the ultimate God of this area.
As to how citizens react to Rhysol... this is very important. The overwhelming majority of Ravok adore Rhysol. The citizens of Ravok live in relative safety, security and at least the illusion of prosperity, thus they want for nothing because Rhysol has given them all they might want or need. And they know that his Rhysol who has done this for them. The best way to describe it is "livestock complacency"; by making Ravok seem like a paradise compared to the outside world, Rhysol has made his people docile, ignorant and easily manipulated.
It cannot be stressed enough how much the majority of citizens adore Rhysol. From a young age they have been indoctrinated by their parents into loving this 'benevolent' God who protects them, and most do not even consider that there is an alternative to worshiping The Defiler. Those few who do give serious thought to why Rhysol should be worshiped have decided that he should be. These people most often end up working for the Black Sun or Stryfe. If any individual or faction exists in the city who works against Rhysol, they only continue to do so by the grace of Rhysol; he lets them exist, for his own purposes. There is almost definitely no citizen who is indifferent towards Rhysol, though the same cannot be said for visitors.
From the start citizens of Ravok learn the religious aspects of Rhysol and grow up to praise their god and are offered great educational benefits. From a child citizens learn the basics of reading and writing, and once they have grown are offered a unique experience to learn of advanced studies at The Institute of Higher Learning.
Magic is a well known fact of Ravok among its citizens, and the city doesn't hide the facts that their lord Rhysol keeps the city magically healthy and free of adverse weather.
The city is known to expunge on some of the darker and guiltier pleasures one could enjoy. Aside from bars and brothels to enjoy mortal pleasures, Ravok offers unique experiences to those that are either bored or enjoy temptations which may involve torture or slave fighting. Those on the more relaxing venues of pleasure can enjoy a bathhouse to which massage, relaxation, and socialization is a well sought after past time.
Fishing is a great venue that many will participate in, and more uncommonly you can find those that know how to swim between certain canals enjoying a dip.
Food is a well enjoyed and socially sharing experience that many of the citizens of Ravok experience with each other. Taking to tea or coffee sometimes a nice relaxing setting talking or sharing rumors is almost always seen in more of the frequented cafes.
All the food in Ravok is grown on the Lakeshore, considering the main city is centered in the lake. Because of the waterfront, there are two slightly odd staples in their diets. Cattails are one, used for flour, sweetening, and even medical things. The different parts are eaten as snacks, main meals, and the root flour is the general base of their bread. The yellow lily is another staple, and another water based plant. The roots, leaves, and stems are all eaten for various uses, and the flowers make a popular tea. A mix of the two plants is common for meals, making up the main bulk of the food. The large amount available means they’re also a cheap food source, and sometimes the only things eaten by slaves and the poorer citizens.
Meat, though available, is rare. There are a few dairy and livestock farms along the shore, bringing wool, milk, cheese and meat to the city. However, there are not many animals, meaning the latter food is uncommon, and only really eaten by the rich, who can afford such things. Most people gain their protein from dairy products, and nuts. The main exception to this is fish. Being on a lake, Ravok has a plentiful fish stock, and fishing vessels are out most of the daylight hours catching food for the city.
Because of the lack of options, most Ravokian food is quite plain, with spices generally imported from more southern cities, including Kenash. However, Ravok prefers to be a self-sustaining city, so spices are reserved to the rich. There are a few salt mines nearby, meaning that that topping is common and well used.
Ravokian style, in the richer folk, is always shifting and changing. However, dark colors are worn by the general population, from deep blues to greys, to browns and just black. Sometimes a red accent might be fashionable, sometimes dark purple. Clothing is generally kept to plain shirts and breeches (or skirts), and coats are more popular than cloaks… though in the colder seasons, expensive fur-lines cloaks are quite in style. Scarves are also popular, for show or for warmth, though are generally made of wool. In fact, most Ravokian clothes are made of wool, as all other materials like cotton and silk have to be imported. The fineness of the wool, however, defines one’s wealth.
--Fall 18th --
The Ravosala Regatta takes place in Fall every year. Decorated boats with lanterns of many colors parade silently on the canals from sunset to midnight. This is the Ravonsalamen's event, their contribution to the beauty of Ravok. Many citizens spend the whole night outdoors, on walkways along the canals, on the bridges or in one of the boats. Right before midnight fireworks lights up the sky over Ravok and the organized part of the regatta ends there...the boats remains decorated and full of lanterns, but the Ravosalamen goes back to business as usual,and with all the people this enchanted event has drawn, and all the romance in the air, their business is good indeed this night.
by Crow on July 31st, 2016, 1:58 am
This page is under-development!
Ravok is a city of factions. While most of those factions are all loyal to Rhysol, that does not mean they do not constantly work to better themselves and thwart their rivals. The great families are constantly struggling for superiority, the religions organization seeks to control everything, and even the Ravosalamen, the oft-overlooked boatmen of Ravok who hear and see everything are a faction unto themselves.
Making a friend or enemy of a faction can often mean the difference between life and death in Ravok. A friend of a faction may live a luxurious life, be able to call in favours from that faction, or even promote themselves within the faction much easier. An enemy may find it harder to do business in the city, find that the people of Ravok want nothing to do with them, and may even find themselves pursued by bounty hunters. It is a constant and ever changing game played by the people of Ravok, and one with consequences both rewarding and dire.
The Black Sun
The real power and leader in Ravok - other than Rhysol and The Voice - is the Black Sun, a religious organization with a goal of spreading Rhysol's will throughout the world. This is generally done through more subtle means than the Ebonstryfe would usually take, and they are more focused on the religious aspect of Ravok rather than the physical one.
(Read more about the Black Sun here)
The Ebonstryfe - often called the 'Stryfe' for short - are the soldiers of Ravok. They guard the city and its inhabitants, dealing with everything from petty crime to heresy. They enact punishments on the condemned, and work as general guards all around. If a full fledged war were to come around, they would act as the main infantry, fighting to bring Rhysol's chaos around all of Mizahar.
(Read more about the Ebonstryfe here)
In Ravok, though there are no nobles, there are five incredibly influential and wealthy families. Each has it's own alliances and enemies, and they play a huge part in Ravokian politics.
(Read more about Ravok's Families here)
The City Guard
+++This will act as the official City Guard info until further notice+++
-The City Guard-
There’s a lot of power and influence in Ravok. There’s also a great deal of pride for the city dedicated to Rhysol. While many types of unsavory acts are committed within the shadows, there is a group of men and women who spend their days and nights safeguarding the citizens.
The city guard was formed very early on because the Voice recognized a need for a separate entity to police the population. Using the Ebonstryfe to control Ravokians was bound to lead to resentment and bitterness in regards to the ‘noble’ army of the Deceiver. Furthermore, by creating this new entity, it gave the Voice and Rhysol another means with which to hide their true intentions. There is very little to tell in terms of great men and women of the Guard. They are just normal people. The potential for greatness exists in all facets of life. Do you have what it takes to write your story in the pages of Ravok’s history?
The city guards are normally dressed in black leather armor with a steel skullcap and equipped with swords and hand crossbows. There are no distinguishing marks or insignias and those who cannot afford to buy their own may pay a seasonal rental fee for used equipment. After the amount of rent has been paid equal to the cost of the item, it becomes the property of that person.
Note: Renting is a contract. These items are not yours. They do not go in your ledger and your character does not carry them when off duty. Failure to comply can result in IC action against your character.
+ Longsword – 7 GM 5 SM (2 seasons)
+ Shortsword – 5 GM (2 seasons)
+ Hand Crossbow – 25 GM (4 seasons)
+ Black Leather Armor Set w/Skullcap – 10 GM (2 seasons)
The City Guard is not part of Ebonstryfe. The various influential families and organizations in the city fund the endeavor to enforce the laws set forth by the Black Sun which govern the city as a whole. No member of the City Guard is a Chaon –at least not openly. You will not see white-eyed men or women keeping the streets and canals clear of filth and crime. That being said, every member of this organization is absolutely dedicated to Rhysol and the paradise that he has created. Each believes his or her role to be vital in maintaining the cleanest, safest and best city in all of Mizahar.
*A Patrol consists of 1 Commandant and 4 other members. It could be 3 Constables and 1 Cherry or the opposite. It can be any combination of the lower two ranks.
**A Cherry is a recruit. The moniker comes from the red paint applied to the member’s skullcap. After a few seasons of training and on-the-job experience, the red wears off. If a Cherry shows particular promise and is promoted, the red paint is sanded off. The citizens of Ravok love their Guardsmen and the tradition of Cherries is an endearing one –not some spiteful initiation.
-Promotions & Pre-requisites-
There are no pre-requisites to joining. There are some useful lores and skills that may aid you, however. Things related to investigation, the layout of Ravok, weapon skills, etc. would certainly fall under the realm of beneficial.
To remove the red paint from your skullcap, one must demonstrate a competent knowledge of either weapon (melee or ranged) as well as a working knowledge of the city (5 lores pertaining to Ravok’s culture or layout) and a competent understanding of how to deal with the everyday situations (Investigation, Logic, Tactics, etc).
To move up to the first stage of leadership, one must demonstrate a competent knowledge of both weapons (melee and ranged) as well as a detailed knowledge of the city (15 lores pertaining to Ravok’s culture or layout) and an expert understanding of how to deal with the everyday situations (Investigation, Logic, Tactics, etc).
To run your own Division, one must demonstrate an expert knowledge of both weapons (melee and ranged) as well as a massive knowledge of the city (40 lores pertaining to Ravok’s culture or layout), a competent level of Leadership and a masterful understanding of how to deal with the everyday situations (Investigation, Logic, Tactics, etc).
The Commissioner is appointed by the Druvin or the Voice, herself.
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