Positions

Know Your Place

Emperor (ess)
The leader of the Nephite’s, he or she is chosen by lineage and may have a married counter part (an Emperor may have an Empress and visa versa). They over ride the word of all others in leadership and are the final say in all the on goings of the Nephite kingdom.

Heir
Child of the Emperor (ess) this position holds power over all the other positions but can be vetoed by the Emperor (ess) at any time. Should the current Emperor (ess) die the child is to take up the position- unless they have yet to become an adult in which case the closest relation rules until their coming of age ceremony is passed.

High Priest (ess) (Leader of the Preist/ess and Mercy)
The representative of the Mizu-O’s will within the ocean. This religious embodiment is required for many ceremonies, rituals and one of the few with the ability to heal wounds with magic. This position is not chosen by birth order, but by Mizo-O. When one High Priest (ess) dies the next shall know it is there place for Mizu-O shall convey its will to all.

Priest (ess)
Those who are devoted to Mizu-O. They are of richer faith and therefore powers through foci, and are highly respected within Nephite society. They bring peace of mind and counsel to those in troubled times as well as par take in ceremonies and rituals

Mercy (Healers)
Those who have dedicated their life to preserving the lives of others and carrying out Mizu-O’s divine mercy. They cannot heal magically for that is the High Priest (ess)’s providence and not theirs- but they bring herbal aids and soothing comfort in what ways they can to the wounded, sick and dying.

Wrath (Leader of Scavengers and Slayers)
Responsible for the more military upkeep of the Nephite kingdom this person is in charge of the movement and authorization of Scavengers and Slayers. They hold the highest abilities for this rank and it can be taken from them via a challenge to combat. The strongest is leader at all times, but they cannot act without the temperance of the High Priest (ess), the Emperor (ess) and the Initiator. This person is also the most intimate with the war against the Blanche.

Scavengers (Scouts, Gatherers, Sneaks)
Not your front line fighters the duties of the Scavengers are far more withdrawn. They are sent to gather herbs, food supplies and things from sunken ships and the like. It is also their job to sneak, spy and in general scout out territories- but not to directly engage an enemy on purpose. They are to go back and inform the Wrath who may then deploy the Slayers for such matters.

 

Slayers (Hunter, Guard)
Those who fight primarily against the Blanche, and are responsible for hunting the food that fights back (sea animals) as well as protecting the lives of those in the kingdom.

Initiator (Leader of Creators and Rookery Guardians)
Master of the homestead, the Initiator is more of a business negotiator who ensures all the things that need to be made have people making them, as well as the children are being raised properly and taught skills that are in need within the kingdom. This person also ensures that those are not fighters or religiously devout also have the services from those who do so that the society can support one another.

Creator (Clothing, Weapon, Jewelry, Homes)
Those who are given the duty to create a specific necessity for the good of the kingdom. When making such a creator please bare in mind you shall master in one of the four needs, and that some of these needs are restricted in what they can do. Only one player character is allowed per need (Clothing, Weapons, Jewelry and Homes). Metal is not an available source for weaponry or jewelry and homes are crafted from the available recourses.

Rookery Guardians (Babysitter, Teachers, Warriors)
These people have the duty of protecting and raising the children of the Nephites. They protect the eggs when they are created in the birthing day and after they hatch to being children they raise them. They serve as warriors to protect them from harm, as well as teachers of society and religion. It is also they who choose when a hatchling is ready for their coming of age ceremony and how it shall be held for each hatchling. When a hatchling comes from its egg it is also the Rookery Guardians who decide their names and when a child comes of age it may choose to keep the name or give its self a new adult name.

Hatchlings (Children)
Those who have yet to go through their coming of age ceremony and are still under the watch of the Rookery Guardians. This usually encompasses all younger then 15 yrs though the age the test can change depending on what their caretakers decide. They are named by the Rookery Guardians at birth but may opt for a new name when they pass their coming of age test.

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© "Hallow Tempest" 2009. All elements of the website, and the story/RPG belong to S. Dolan, G. Schroeder and R. Simpson