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Guilds/Kingdom Of Ra

From A Tale in the Desert
Revision as of 04:43, 6 December 2009 by Choltai (talk | contribs)
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Founding and History

Deep, deep in the heart of the burning dessert, a devil wind swirled across an ocean of white sand dunes cresting over towering mounds of sand and dipping down into deep troughs. It followed draws and valleys formed by towering waves of sand, weaving its way across Egypt. Relentlessly it moved south, those twirling winds crossing the green zones surrounding the mighty Nile and back into the featureless desert a dozen times, searching, hunting, until it finally stopped on a high plateau overlooking an emerald green oasis that was nestled against a mighty mountain and surrounded by a sea of crystalline white. It was the Beginning.

Laws of Ra

laws of Kor

News of Kor

upcoming info

Borders

The Great God Ra has declared the land at 660, -7348 spanning the width of Egypt and covering to the southern border as his kingdom, to be used to proclaim his glory and build a shining City of Ra as a beacon to those gifted with the vision. The hermits blessed with his first vision have willingly dedicated their oasis to Ra's kingdom as it's first ally, it's first expanded border. Kor map.png

Expectations

Levels and Promotions

Royal - Elders
Noble - Patriarch
Minister - Fellow
Master - Kinsman
Overseer- Member
Tradesman - Associate
Freeman - Initiate

Houses

Every Korian must be a member of a house of their choosing and may join more than one if Ra has moved his heart to do so. Each House has it's own areas of responsibilities, it's own guild, and it's own compound with related equipment.

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[[Guilds/Kingdom_Of_Ra|
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[[Guilds/Kingdom_Of_Ra|
[[Guilds/Kingdom_Of_Ra|

Layout and Equipment

physical layout and societal layout