House Velahr - Society

It is hard to imagine the scope of the Velahr until you see it from the outside. We all come from many diverse backgrounds. Forged our skills out of battles too many to recall. And we say our allegiences to many different gods and causes. But we come together. We fight alongside each other. When the battle bell is rung, we see not someone from a different race or culture, we see allies and enemies, we see a fellow soldier. Most of the time war tears nations apart, rips thier culture image to shreds; but sometimes, war brings people together, ties them with unbreakable bonds. Such are the bonds that tie these battle tested Velahr together. We have been outnumbered, but never on the run. We have been backed into a corner, but never surrendered. We have been in the most horrifying positions known to any living creature and tore our way out. It is times like these, when we examine each other closely, when we test our own loyalties that I take comfort in the knowledge that my own are well placed. Look not to how we are different, but to how each of us keep the rest alive.

~Olidus (Tubagu) Mashern

Post-Rending Velahr Society

General:

The House, in general, is comprised of eight universal rankings. Regardless of sect or specialization, a Junior Member in one sect is equal to a Junior member in another. These general rankings are as follows:

1. Lord/Leader - The Blade (Leader) is the final arbitrator in disputes or disagreements that cannot be reached through consensus among the Rhysall Council (Sr. and Jr. Officers.)

2. Senior Officer - A Jr. Officer who exceeds development above the expectations of a Jr. Officer, being groomed for a leadership role. Leads a high percentage of RP events and/or raid and hunting expeditions involving significant coordination. **

3. Junior Officer - A Jr. Officer must develop supervisory and leadership skills. Active in event and RP coordination regularily. *

4. Senior Sect Member - Excellence in individual duties among specialized training. A sergeant is expected to lead and coordinate a single talon of six members. Event and RP coordination are encouraged.

5. Full Sect Member - Completion of specialized training. A character biography is expected to be completed by this point if it has not been done so.

6. Junior Sect Member - Full admittance and start of specialized training. Request and approval by the sect head is required. This would entail a formal meeting between the sect head, the member, and potentially the mentor/officer who guilded them. This meeting is requested by the Trainee once they have chosen a sect.

7. Trainee - One being trained to perform a job within a sect, but not assigned to one. Accepted into the House as a recruit. Able to now withdraw from primary vault banks and display guild tag. It is understood that at this time the trainee is researching and experiencing how the House works while choosing a sect on their own to specialize in then serve.

8. Initiate - Inducted into membership and instruction in rudiments and the principles of society. These members have limited rights, which include guildchat and vault viewing, but do not display the House tag, buy status items, or remove vault items. 10 day trial period and review afterwards for promotion or denial.

*A junior officer depending on specialization can either or in conjunction: sustain crafting for a portion of House members, mentor other craftsmen or members, hold Rp events with solid House and general attendance, or in raid situations showing they are capable of commanding up to 2 groups.

**A Senior Officer meets the criteria of one of more of the following : They are largely responsible for a majority of the House crafting in their speciality, can properly mentor and gives their time to guiding other craftsmen or members with similar RP styles, holds varied RP events with solid House and general public attendance, or in raid situations is capable of commanding up to 4 groups.

Hierarchy - Council, Sects and Ranks

I. Leader

The Blade - Absolute Leader of the Household. Leads the House in times of emergency. During these times the Houses will and all commands issued are House Law. Vayean S'Varyl and Aimor N'Velahr are the two known Blades.

Elder - Eldest among the House. The Wisest and it''s most powerful member. He remains in Duk Gaaroth unable to physically enter Norrath at this time due to planar travel restrictions caused the gods departure and the combine spires inactivity. Recent events with the Ulitarian Spires have allowed for potential communication with him.

II. Rystall Council

The Rhystall Council encompasses the final layer of hierarchy among Velahr. It is made up of the Sect Leadership and the eldest of Velahr nobility. There is usually an Elder appointed to the head of the Council who mediates and dictates when necessary, but primarily the sects are allowed to function autonomously unless things pertain to Velahr as a whole.

Titles:

  • K'Gratah of the Ahk'Kerym (The Warlord)
  • Shy'Rinnam of the Ahk'Rhiam (The Unifier)
  • Va'Braddach of the Ahk'Vanarn (The Anointed)
  • Rhymallos of the Ek`Jana (The Hidden One)

III. The Sects:

  • Ahk'Kerym - Army of Arms
  • The Ahk''Kerym is the military of Velahr. It is made up primarily of assorted mercenaries, trolls, ogres, and the common troops of Velahr. Those non-Teirdal who have been counted within Velahr generally form allegience to the sects they serve or are counted among the sub-sects of the Ahk'Kerym. This includes the Ogres, Trolls, Iksar, and Ratonga.

    Ranks:

    1. K'Gratah (Warlord)
    2. Val'Saruk/Saress (Imperial Warrior)
    3. Ji'Saruk/Saress (Elite Warrior)
    4. Xun'Saruk/Saress (Accomplished Warrior)
    5. Saruk/Saress (Warrior/Soldier)
  • Ahk'Rhiam - Army of Fate
  • Ahk'Rhiam are those who still control the healing powers of Norrath. Since the Shattering many have abandoned their faiths or have devoted themselves to the tenents of emotion such as Fear, Hatred, War. They make up the new Ward of Fate.

    Ranks:

    1. Shy'Rinnam (Unifier) - Sect Leader
    2. Suvokai (Determinist)
    3. Indithu (Imperceptor)
    4. Usuli (Adept)
    5. Khurzon (Devotee)
  • Ahk'Vanarn - Army of Arts
  • The Ahk''Vanarn is the magical forces of Velahr. It is composed of all able-bodied magic-users who specialize in arcane study, lore compilation, and research. They also oversee direct research of locating and excavating pre-shattering sites of Norrath and Velahr interests. A few erudites and humans have attained apprenticeship in the lowest ranks of the Ahk'Vanarn, but none of notable worth.

    Ranks:

    1. Va'Braddach (The Anointed) - Sect Leader
    2. Sutrinos (The Acclaimed)
    3. Siolka (The Redeemed)
    4. Subeliast (The Contrite)
    5. Shenestra (The Damned)
  • Ek'Jana - Army of Shadow
  • The Ek'Jana comprises of those members who choose to specialize in the art of espionage, politics and it's manipulation, assassination, scouting, and intelligence gathering.

    Ranks:

    1. Rhymallos (Hidden One) - Sect Leader
    2. Barra (Shadow)
    3. Alanthuk (Midnight)
    4. Istolla (Nightfall)
    5. Edonil (Twilight)

Operating Sub-Sects

Taar-Gundul - High Guard of Velahr. A sub-sect within the Ahk'Kerym military comprising of Rallosian Ogres under the direct command of Pizdur Pheyd Burgul'Mau. The Pizdur reports to the K'Gratah of the Ahk'Kerym.

The Taar-Gundul

  1. Pizdur (Captain)
  2. Mautor (Lieutenent)
  3. Pizbur (Sergeant)
  4. Pizurk (Soldier)

Additional Rankings:

Curotai - with the change of the Velektrah certain special forces were selected among the Shadowknights and various sects to serve as Curotai or bodyguards for high ranking Teir'dal Council including the Elder, and Rhystall Council members.

Radunath - Non-Velahr nobles or people holding honorary titles among Velahr granting them standing among the Household. The Court of Velahr.

Keryvian - Head of the Necromancers among the Ahk'Vanarn.

K'Vaktrah - Head of the Shadowknights among the Ahk'Kerym.

De'Dath'Dothoril - Abolished with the formation of the Ahk'Rhiam.

Hatten - Troll Shaman or Spiritist who oversees the spiritual and religious aspects of troll culture. Occasionally controls the tribes as it's leader. Depending on the composition of the most dominant troll tribe.

Factions

Velahr - N'Velahr nobility who are the leadership of Velahr and its holdings as well as those who serve them and Velahr directly.

Glog Tribe - The longest serving among Velahr''s troll forces. The Glogs are a tribe of Trollkin reknowned for their battle prowess and ferocity. They hold high esteem among House Velahr for the amount of casulties they have inflicted upon enemies and Teir''Dal who crossed them. There numbers have been decimated in recent years, but a few survive in the Ahk''Kerym. Dreger, Wofgen, Slarr, and Guka Glog are the most prominent members.

Tubagu Tribe - Most prominent Ogre tribe serving Velahr prior to the Awakening. Many of the Ogres joined the ranks of the Rallosian armies and Ogres are a rarity, but some remain and are rebuilding their image.

Bloodforge Mercenaries - Pirates under the employ of Velahr serving it''s maritime needs after the fall of the Nexus and the in-operation of teleportation magic for mundane travel and combat purposes. Lead by Captain Lycergus. Their ship is presumed sunk by unknown dangers on a voyage some months after their contract. Lycergus, Melisande, and the Ogre Bear are presumed dead or missing.

Nehab''Ka - An Iksar Legion who prior to the GodWars pledged their allegience to Velahr. At this time a few Iksar serve Velahr under the Nehab''Ka banner, but they have no official factional rank at this time. They were the last faction to swear allegience to Velahr prior to the Rending.

Cult of the Drake – A group dedicated to honoring the Elder and the Velahr nobility. Members of the cult rely heavily on mysticism and various myth based lore.

Ulthalra - The Great Council. Ulthalra comprised of Teir'dal guilds of similar mindset as Velahr, but without direct fealty or allegience to Velahr. Over time without a central decisive House issues of majority and decisiveness eroded it's foundation and caused it to dissolve. Ties continue to exist among the organizations who comprised it, but universal agreement on matters continues to be elusive.

Various - Ratonga are largely unknown as is their history and have not released or presented history or requests as a collective. Humans who serve Velahr are unaligned with one another and serve the Ahk'Kerym directly as do Barbarians. We do not tolerate wood elves, high elves, gnomes, or halflings and incidents of dark dwarves joining us are extremely rare.

At times smaller Houses have merged with Velahr, but over time were absorbed or disbanded and never attained substantial identity to create a faction.

Defunct or Merged Sects/Subsects

Dothoril - The defunct Church of Innoruuk within House Velahr. It has since been disbanded. The Ahk'Rhiam Determinists and the Shy'Rinnam may maintain significant views connected to the Dothoril, but it is maintained publically that the Ahk'Rhiam encompasses all the faiths of the dark gods and various divine powers that remain in Norrath to serve the Will of Velahr.

Kenutrah - The House of the Dead in Neriak terms. The Kenutrah was the school of necromancy lead by Entaru. Since the Necromancers quarreled with the Wizards the sects were kept seperate until they merged prior to the Shattering. The Kenutrah remain as a sub-sect of the Ahk'Vanarn under the Va'Braddach's leadership.

Velektrah - The Shadowknights of Velahr. They served as elite troops and the royal guard. As a sign of honor to Vayean S''Varyl, the Warlord was given command of the Shadowknights. The Velektrah remain as a sub-sect of the Ahk'Kerym under the K'Gratah's leadership.

Pre-Rending

The Rystall Council

House Velahr is governed by the Rystall Council, comprised of the heads of each of the six sects. Rystall Council members are not always or of necessity nobles, but it is rare when they are not the majority. The head of the Council is the Houses Elder. The Elder is the leader of the Household and thus the final word and authority on all subject matters.

A seat on the Rystall Council is a position of responsibilty, leadership and prestige. The positions are in most cases held for life, but all positions are attentively reserved in some fashion. Honorable combat is not only accepted, it is encouraged. When a House member defeats another in this duel of fates the victor may assume the position of the defeated Council chair. Nobles may only challenge nobles and those of the same sect are restricted to that seat. The House Elder's position is not questioned, as he is the voice of the House itself and thus can only be replaced by succession of a named heir upon death.

The Akh'Kerym - The Right Wing

All throughout history the Teir'Dal Nobles have enlisted men, women and beasts to do their bidding, but never have they been successful. The Akh'Kerym, not just simply the military might of House Velahr, but more importantly the hand that reaches out to grasp the final prize, victory. Thus service in the Ahk'Kerym is not given out to mere peasants or slaves, but the true Warriors of the Teir'Dal race.

We of the House Velahr have no use for beasts or fodder, Orcs and other mercenaries commonly employed by other Teir'Dal. That breeds a false sense of one's worth and grants a buffer or cushion to their Houses military. We will show no such weakness to our enemies or allies who would seek to betray us. Thus the Ahk'Kerym was established to accomplish these goals and its ranks are made up of fearless braves who would withstand any charge or defeat any magic's greatest heroes.

The Tribes of Glog - The Muscle

Rising from the Swamps of Innothule, the Glog Tribe at one time controlled a good portion of all outlying lands away from Grobb which included the now Orc occupied lands near the Southern deserts of Ro. They roamed as far as the Rathe Mountains lead by their greatest of chieftains, but upon the arrival of the nobles of Velahr they in essence helped them to survive and were rewarded greatly for it. They now live upon the swamplands that were warped and twisted in the changing of Duk Gaaroth.

The Glog's serve under the K`Gratah and provide much of the offensive onslaught of the Ahk`Kerym and House Velahr's military forces. Lead by their Chieftain they are a force to be reckoned with, along with their allies, the Hands of Velahr, they are an unstoppable force when properly used.

The Tubagu Tribe - The Mystics

Always akin to the Glog's, the Tubagu's were a roaming band of exceptionally strong Ogres in the Rathe Mountains. In the long history of House Velahr, they are a more recent addition to the armada of forces. At the behest of Motgrog Glog, then the Chieftain of the Glog's an alliance was formed between the two during their remaining years on Norrath until they too, the Tubagu's were granted lands upon the planes that Duk Gaaroth inhabits.

The Tubagu's are mystical and shamanistic thus lead by their High Shaman they grant their warriors the powers of nature and its "Mojo Magicks" to those they deem worthy of it. Coupled with the superior forces of the Ahk`kerym, the brute strength of the Glog's and the magical prowess of the Ahk`Vanarn, they are the final piece of the main Velahr forces operating on the face of Norrath.

The Ahk'Vanarn - The Left Wing

The Ahk'Keryms compliment, those of the Magical Arts are not a group of loosely allied schools of magic. The members of the Ahk'Vanarn are a body of Mages, Researchers, Scholars and Masters of their schools, but among all things they are the wielders of our Houses magical Arts, guarded and used only by those of our Household.

Shenestra - The Damned, those who still cling to the humble teachings of the Tower of the Spurned, who have not yet gained self-confidence and understanding. (Entry/apprentice level, learning the House, still a petitioner.)

Subeliast - The Contrite, those who begin to see their place, not as outcast or lesser, but simply a different approach to power than that which Tier'Dal traditionally revere. (Ordinary member of the House in good standing.)

Siolka - The Redeemed, those who have demonstrated great confidence and initiative, who have risen above their outcast beginnings to an honored place in the House. (Master, to get here requires above average contribution, organization of events, outstanding devotion to the House.)

The Ek'Jana, The Hidden Blades

The hand that cannot feel is equal to an army without eyes. The Ek'Jana or Hidden Blades are that which provides the information for the Ahk'Kerym to operate to its full efficiency. The men and women of the Ek'Jana, although not always acknowledged for their necessity, are vital to the Ahk'Kerym's combat and readiness. Members of the Ek'Jana are deployed for a myriad number of services to the Household including such things as Intelligence Work and Field Work. These can vary, but examples of Ek'Jana duties are Surveillance, News relays in time of battle which include reports, troop movement, etc., and tracking of individuals or groups and units. Field Work is often far more dangerous and is more difficult to complete, this includes Sabotage, Rescue missions if its useful to reclaim a person or in some cases things, theft of a certain artifact and of course assassinations when needed and if they serve the House.

Colb`Aguruk - Rogue Scouts, often used as information gatherers for various House responsibilities or activities. They are commonly specialized in various areas, which prevent them from being useful in other areas and minimally in combat.

Venorik`Stra - Saboteurs, Thieves and Combat-trained Rogues, they often are much more flexible and can serve in multiple capacities.

Elguth - Masters, Assassins. The Elguth are commonly the most-skilled among the Ek`Jana, serving as both trainers and instruction masters as well as capable of handling all of the lesser positions duties and services to the House in greater capacities.

The Mez'Vuth-The Black Bards

The Mez'Vuth, perhaps the most slandered of the Household sects, was originally established by the Va`Braddach to handle similar duties that the Ek'Jana serve, but often in some variance. Being that Mez'Vuth are never Teir'Dal they are always viewed suspiciously and under the close eye of the Rystall Council as well as the members of the other sects, but they serve a purpose and that purpose is normally magical in nature. The Va'Braddach seeing that the Ek'Jana were not always suited for reclamation of precious artifacts and their proper transportation. This has erupted in much turmoil over the years between the Ahk'Kerym and Ahk'Vanarn, but more importantly the rivalry between the Ek'Jana and Mez'Vuth, from time to time members of the Mez'Vuth do not return or disappear suddenly, little questions are ever raised as to their fate, as it does not matter much. The Mez'Vuth have many unknown duties, but are often used in finding research components and materials, the theft of other Houses and Libraries magical Arts and in some cases when in use by the Ahk'Kerym disposing or neutralizing enemy magic-users and other duties beneficial to the House.

Dothoril - Interpreters of the Way

One of the most secretive and closely guarded sects within the Household, the Dothoril are rarely seen in large numbers or even among the House proper, maintaining a strict code of religious retrospective and of course, selfishness, is a contributing factor to this, but also the intense concentration and devotion required to be blessed by not only being able to read from The Way yet also in hoping you will be granted a vision, which when interpreted properly, actually adds to the inscriptions within the book itself.

These techniques have always of course lead to great scrutiny and the notion that forgery and deception are possible, specially considering the Teir`Dal's notoriety in such matters.

The Velektrah - The Plague of Marr

These Dark Knights are charged with perhaps the most honorable position among the House Velahr, for they are the Unholy Guardians of the House itself and more importantly of its nobles. As the Ahk'Kerym and Akh'Vanarn are the arms that reach out to the rest of Norrath, the Velektrah are the armor that protects its heart.

At the head of these Unholy Warriors is the K`Vaktrah, The Houses High Guardian. The K`Vaktrah's commands are final law and unquestioningly obeyed. The K`Vaktrah assumes the position of role model among His Knights and in some cases judge and executioner, failure and disobedience is not tolerated.

The Vision - The Vision is the ultimate goal of the House itself and its Guardians, simply put the complete dominance of all of Norrath. Each Knight receives a separate vision and Test, from Our Father Innoruk upon their time of awakening. After a Velektrah has served within the Ahk'Kerym and attained the abilities necessary they are given the Test of Hate. They must perform this Test then after 3 days of fasting and prayer to Innoruk's glory and if he deems them worthy to carry the bond of Hate each Knight receives the Vision of what his service is to be to his House and to Our Father.

The Test - The Test is often different for each Velektrah and upon attaining, 9th level or greater, the status necessary to join the Velektrah they receive their test from the Taskmaster or one of the Nobles of the House through Innoruk's favor.

The Blood Oath - This is simply the complete allegiance to the House Velahr in common it means "Submit or Die." When joining, the Knight dedicates his entire body and soul to the cause of the House. All thoughts are submerged and subliminated, but this does not mean they are mindless for The Way was established to be their voice and the Houses itself.

Olath Kyorl - Often referred to as the Outer Guard, those Knights who commonly continue some service as military officers within the Ahk`Kerym, yet have begun more advanced training, but have yet to realize the full potential of The Vision.

Sargh Kyorl - Those Knights who have begun to master the ways of necromancy and The Vision of the Velektrah, commonly used as elite combatants in military expansions as Squad Commanders or to protect the Kenutrah. They are commonly called Valor Guardians.

Orthae Kyorl - Lord Knights, those who have mastered most of The Vision and can serve as keepers of Duk Gaaroth, the Sacred Guards.

The Kenutrah - The Purgers

Of those of House Velahr, the members of the Kenutrah are often the most elusive and sinister, taking on much of Entaru's very own demeanor since they have, at one time or another, all served as his apprentices. Each is attuned to their Lord and Elder thus they are some of the most dangerous, deceptive and vile.

The Teir'Dal believe in purity first and foremost, thus Necromancy believed to be one of the greatest gifts bestowed upon them by their Father Innoruuk is guarded closely. The elves of Neriak allowed this Art to be stolen and now the imposters, Gnomes, Erudites and even Humans vainly attempt to learn Our ways. These blasphemers cannot hope to learn the true and complete powers of necromancy and thus in this knowledge the name of Purgers was bestowed upon the Kenutrah, for their goals are to increase their powers and by doing so slay those who do not rightfully adhere to its calling. Thus the Witchhunters exist, to purge those of false powers and thieves among those races.

Aside from this purging most of the Kenutrah rarely leave the main Household complex, along with the Velektrah, the Kenutrah make up the final line of defenders at the Household itself, that of Duk Gaaroth. This allows them a great deal of time in study and advancement of their dark arts in the form of manipulation, animation and all that which is necromantic, the dark love of the undead and its essence, which is reviled by those of the light races and that which we revel in.