Church of Neriad
The Calamitous BobThe Church of Neriad is the principal institutional expression of worship devoted to Neriad, the god of courage and purity. Its significance extends far beyond prayer: the church funds and organizes revenant hunting, employs mercenaries, coordinates with state troops, maintains defensive magic, supports desperate workers, and provides property and material resources. Through these functions, it acts simultaneously as a religious authority, a frontier employer, a military auxiliary, and an economic power whose sacred mission is inseparable from the management of danger.
Faith and Sacred Authority
The church’s spiritual foundation is established through Cassia the Unbroken, remembered as a legendary priestess of Neriad. She fought for the Harrakan Empire and for the other nations of the continent, making her legacy broader than imperial loyalty alone. Her association with courage and purity gives the church an ethical and martial identity: devotion is represented not as withdrawal from violence, but as the disciplined defense of communities against the dead and other threats.
The material signs of worship reinforce this identity. A temple contains a large statue of Neriad painted with golden eyes and hair, kneeling in contemplation with one hand on the hilt of a two-handed sword. Pews surround the statue, while private prayer rooms contain small altars and candles beneath openings that admit morning light. Even the robe of the sweeping attendant bears an insignia showing a two-handed sword before a shield. The sacred space therefore joins contemplation, armed protection, and institutional order in a single visual language.
Revenant Suppression and Frontier Security
The Church of Neriad offers a bounty of one iron bit for every revenant head, creating a direct financial incentive for expeditions into the Deadlands. Mercenaries based in Kazar use the city as a launch point for this work. The church does not require hunters to transport the heads back: representatives can measure the results and exorcise the corpses, or hunters can use a magical tool to touch the burned-out husks of revenants they killed themselves. This system converts scattered acts of killing into an administratively verifiable service.
The bounty is presented as a preventive investment rather than mere charity or religious zeal. Neriad is worshipped across much of the continent, even more widely than Maranor, the goddess of war, and the church receives substantial inheritances from retired warriors, including land, vineyards, and factories. It also earns resources through donations and by creating powerful items from monster parts. That wealth allows it to finance undead-hunting expeditions because preventing revenants from gathering is cheaper than absorbing a large-scale undead invasion.
The church’s work remains necessary despite the bounty. People die in the wilderness every year, and many victims leave enough remains to become revenants. Those revenants can walk to the Deadlands, where ambient mana sustains them indefinitely. The institution is therefore fighting a replenishing ecological and magical process, not a finite enemy population. Its campaign reduces the danger without eliminating the conditions that continually recreate it.
Military and Administrative Functions
The church is the main employer of the small mercenary bands operating around Kazar. Three companies are present at one point, although their membership changes with the seasons. Undead hunting is considered comparatively safe, yet it is not especially lucrative, and the concentrated mana of the Deadlands wears down even hardy line breakers. The church thus supplies regular work in a hazardous border economy while also absorbing some of the costs created by the region’s supernatural environment.
Its responsibilities also overlap with state defense. The church coordinates state troops and maintains relationships with military forces confronting revenants. At Fort Sky, the defensive structure concentrates its forces along the single road leading up the mound because the other sides are sheer cliffs; the fortress’s military logic shows the kind of organized resistance in which religious and secular security networks must participate. Knights fight with blades designed to smash revenants backward without becoming lodged in withered flesh, while Viviane Saint-Lys drains targets at range. The broader lesson is that survival depends on complementary roles, equipment, and command rather than on undifferentiated manpower.
The church’s resources exist within a wider system of scarcity. A heavy infantry soldier requires more than twenty steel ingots to equip, while even comparatively light leather armor takes two days for a skilled worker to produce once the chain mail and leather are ready. This limitation explains why specialized fighters, militia paths, mages, and church-supported mercenaries remain necessary. The church operates within the same material constraints as kingdoms, but its wealth and institutional reach allow it to assemble responses that isolated individuals cannot.
The institution also employs officials whose paths are devoted to promoting church interests through diplomacy and administration. One such Voice of Neriad appears young but competent, handling matters that extend beyond direct combat. This administrative path demonstrates that the church’s authority is maintained not only by priests and fighters, but also by negotiation, organization, and the everyday management of its interests.
Charity, Employment, and Property
The Church of Neriad’s economic activity includes a social safety function. A desperate Kark girl has been secretly fed for ten days because she would not accept charity, with the temple pretending that free food is available to everyone. In reality, the assistance is exceptional. The arrangement reveals a practical understanding of dignity: the church provides aid while disguising it as ordinary service, allowing the recipient to survive without being publicly reduced to a dependent.
When Viviane Saint-Lys seeks to employ the girl, the church’s representative rejects an exploitative proposal that would have amounted to slavery. Instead, he asks Viviane Saint-Lys to treat her well and frames cooperation among different species for the common good as part of the church’s own principles. The resulting offer includes a starting wage of one silver per week, the possibility of increasing it to three after a month of proven work, food, lodging, and help obtaining equipment. The church’s intervention therefore turns a vulnerable person from a disposable laborer into a worker with conditions, prospects, and protection.
The church also controls useful housing for travelers of rank. It keeps free estates south of the town wall for visiting dignitaries and their retinues, and rents the smallest one to Viviane Saint-Lys for three gold talents over three months. The price is judged fair because it approximates a knight’s monthly salary. This arrangement shows how ecclesiastical property functions as diplomatic infrastructure: land held for institutional purposes can be converted into accommodation, revenue, and political hospitality.
Narrative and Institutional Significance
The Church of Neriad binds together elements that might otherwise remain separate: the sacred memory of Cassia the Unbroken, the violence of revenant hunting, the finances of inherited estates and industrial assets, the employment of mercenaries, and the care of people at the edge of destitution. Its religious identity is not undermined by these material functions. Instead, the institution makes its theology operational by turning courage and purity into organized protection, measurable labor, and sustained resistance.
Its influence also clarifies the political landscape after the collapse of the Harrakan Empire. In a fragmented world of border towns, civil conflict, Deadlands, and weakened states, the church supplies continuity where kingdoms cannot reliably do so. It can pay hunters, coordinate soldiers, maintain or repair defensive enchantments, conduct purges with other church members, preserve sacred spaces, and offer practical shelter. The result is an organization whose authority rests on both belief and demonstrated usefulness: Neriad’s sword and shield are symbols, but they also describe the church’s concrete role in keeping frontier society from being overwhelmed.


