Post by SO_RealmHawk on Jul 24, 2015 20:54:54 GMT
*Valley of Swamps Official Factions*
Map:
Official Banners:
Player Moderator: Haji
Glunmar is a little town surrounded by swamps. Over the course of several years, there have been multiple bandit attacks, warriors passing through, and diseases, but it has always remained the most peaceful place in the land. The tavern is a common resting place that accommodates many different kinds of men from various places. There is never a worry about food. There are plenty of boars to hunt, and the wheat fields always seem to grow in the fertile soil. In the center of the village lies the main watch tower, raids are spotted, money is stored, and people are protected in the building in times of need. Unfortunately it is growing old. Fortunately though, craftsmen and even engineers work in the village making the weapons and tools as well as repairing the buildings. The elders house stands next to the wheat fields and the grape vines. It is most often times open and accommodating to all if you don't have the money to stay in the inn. Glunmar guards have decent training, but nothing too fancy. If a faction attacked, they would be powerless to stop them. The village has very good education in medicine as many of the herbs required for healing grow along the edges of the swampy lands and after many years, there secrets have been discovered. Towards the back of the village, herdsman and serfs breed horses in the stables and tend to them if need be. May its walls forever protect you.
No murder - Death
No stealing - Jail
No fighting within the walls - Jail
No bringing boars into the town - Jail
No looting of people - Jail
No rape - Death
Other obvious misdemeanors - Jail
Note: Next to the tower, there is a small place to imprison people. The main method of execution is drowning criminals under the bridge.
Village Elder
Tavern owner
Temporary Titles (May be appointed at any given time)
Militia Head
Jobs
Guards
Horse breeder
Herder
Hunter
Healer/Doctor
Craftsmen/Engineer
Gatherer
Fisherman
Bard
Glunmarians believe in Sauni, the river god. Sauni is gentle and peaceful. There are stories of her turning her waters into wine when marriages are confirmed. There are drawings of her as a female boar, but is often thought that her true form is human. She supports peace, the pursuit of happiness, and simple living staying away from the mess of politics. It is said that the founder of the village made love with her and their baby was the village. Glunmarians absolutely love straw hats. They can't get enough of them. Men or women without straw hats are often looked at as strange a foreign. It is thought that Sauni seduced the founder with her sweet sounds of the lyre and the founder seduced her with the sounds of the lute. The music bonded together swirling around the them uniting their endorphins. Marriages take part in the presence of the winter elder below what once was a waterfall to the left of the bridge if you are walking out of the village with groom playing a lute and the female a lyre. As the male and female play, the elder declares them as one unit of love and the notes bind them together as well.
A long time ago a war was started by a king for obsolete reasons that his soldiers and hard working men disagreed on. New Zendar was founded by those men. They left their native Swadian lands and founded the greatest city within miles and miles. They possess an extensive export system at their docks serving as the trading network for most of the land. The three main founders were a blacksmith, a tailor, and a sailor. The tailor made the clothing store, the sailor built the docks, and the blacksmith built the city and filled the armory. Many have tried to take the city and failed. It has the best structured and strategically placed walls in all of the land. Only mountain climbers with flying machines could get through. There is a bookstore in the city harboring much needed information that all should read. They are also one of the lead sellers of salt as they collect it below their docks and are the only ones connected to the ocean. Only the most ambitious men strive to be the lord of New Zendar. For thou who claims the throne will be rich beyond his wildest dreams and will easily be able to compensate his men. The town watch headquarters are located there as well, but that's another topic. Impossible to ignore, New Zendar stands tall and as beautiful as it ever was before.
No murder - Death
No stealing - Jail
No fighting within the walls - Jail
No rioting - Jail or possible Death
No treason - Decision of King
No Questioning of the administration - Knocked out in public
No looting of people - Jail
No rape - Death
You must have decent clothes - Kicked out of city
Other obvious misdemeanors - Jail
Titles
King
Master of the Arena
Tavern Owner
Dock Manager
High Priest
Master of Arms
Jobs
Royal Guards
Horse breeder
Herder
Hunter
Healer/Doctor
Craftsmen/Engineer
Gatherer
Fisherman
Bard
Sailor
Merchant
Gate Man
Troops
Royal Advisory
New Zendarians settle for nothing but the best of everything. If you do not wear nice clothes, you are treated like trash on the street and willingly slapped across the face. Only the wealthiest will survive the social system and be a well founded member of the society. New Zendarians pray to their blacksmith founder, Draco, for strong fortitude and stability. The other two are prayed to as well, just not as much. The king is the strongest power in the land and rule with an iron fist, not a gentle heart. Any king perceived as a scrub has been assassinated and gladly accepted by not only his men, but his citizens. You must really know what you are doing to rule the kingdom. Free trade is their current trade system and under the correct administration always will be. New Zendarians don't have time for nonesense, so any unbelievable rude and dumb people are often kicked out of the city without remorse. Marriages are done in the presence of a priest and blessed by him as well. The male and female wear the finest clothing they can find and hold repair hammers, signifying their will to build and not break.
A long time ago, a Vaegir army landed in a small hidden cove, and attempted to invade New Zendar. After a glorious battle, the Vaegirs were pushed back. Many fell, while others fled to the ships. A small group was left behind, led by Nikolai Laras. They fled into the mountains and hid there. They married with locals and built a castle for their new land. After a few generation, they swore fealty to the Tsar in Vaegiria. Recently, a Boyar has been sent to rule over them.
No murder - Death
No stealing - Hand Cut Off
No rape - Gelding
Other obvious misdemeanors - Jail
*Note - There are no laws for how to treat foreigners. They are below us.
Titles
Boyar
Jobs
Guards
Horse breeder
Herder
Hunter
Healer/Doctor
Craftsmen/Engineer
Gatherer
Cook
Eastern Orthodox Makerist Priests
Bard
Larasian Vaegirs are largely Vaegir, priding themselves with archery and horsemanship, but locals have mixed with the tribes. Their sect of Eastern Orthodox Makerism includes some pagan traditions, such as the Mountain Festival where offerings are burned on top of the mountain. They often wear fur and hold warriors and hunters above all else.
*Special thanks to Turducken for writing this part*
Player Moderator: Aoife_Aneira
This group is a recent arrival within The Valley of Swamps, it was formed by woman named Aoife Aneira who eventually arrived in the valley after seven years in a mercenary company, nine years a slave, and finally eight years free on the road. The valley was a lawless land with little to no order within it. The former Town Watch Captain one Paul Fitzpatrick was a weak willed man who despite his claims of "It was the valley which made me this way" never had the fortitude for the job to begin with. In fact he had gone so far as to steal Aoife's coin and leave the very next morning. With Paul gone, Aoife took his position as Captain and began to recruit new members. The new watch would be expanded to not only guard New Zendar but also patrol the valley as far as Glunmar.
Captain - Aoife Aneira
Commander- Heinrich Eberhardt
Lieutenant -
Sergeants - Zechariah Knebel
Constables - , Henry Myriddion, Fendor, Rykka Gunnhildr, Rivax Nider, Balski Skrzetuski.
Doctors - Clais Commorance, Rackhelm Serjti
Max Members will be 10-12
Brackaltwald Outpost
Player Mod: OPEN
The Rhodoks never did forgive the New Zendarians for their unneeded hostility ordered by their old corrupt king. Rhodok mercenaries moved here as well and set up a new outpost called Brackwalt, named after the founder, Harry Brackwalt. Shortly after the New Zendarians left their tyrannous king, the Rhodoks stormed his castle and executed him. Now they have come to defeat the army they were promised to fight years ago, led by the great grandson of Harry Brackwalt, Julius Brackwalt, the Rhodoks set their goals: destroy the city of Zendar and become the undesputed rulers of the Valley. Rhodoks are hard-headed.
Current Roster:
Military Economy: Diplomacy
Master at Arms: Master of Economy: Vacant Master of Diplomacy: Vacant
Captians (2): Merchants (2): Vacant Letter Bearers (unlimited): Vacant
Sergents (3): Smiths (3): Vacant Spies (2): Vacant
Enlist (5): Serfs/Tradesmen (5): Tolfdir Stajic
Laws: WIP
Petty theft: Loss of two fingers on each hands
Grand theft: Loss of hands
Murder of VIP (dependant upon who murdered): Hanging drawing and quartering
Murder (dependent upon who you murdered): Hanging
Rape: Emasculation
Fighting: Imprisonment
Disturbing the Public: Imprisonment
Culture: Rhodoks may be far away from home, but they still have a longing for its wine and fine songs. Unfortunately, none of the original settlers knew how to play and thus it has not be passed down. Rhodoks believe in no specific God, but believe there is a higher power of some sort. They are not sure of an afterlife and do not consider life as precious as some other cultures. They will often be seen shooting boars down with no remorse for sport. Rhodoks are very blatant/men and woman who are not afraid to speak their minds. They care for what works, not for what's fancy.
Mount Hellstone
Player Moderator: Hromundr_Finnvadr
The Nords settled here first and have always been highly protective of their land. They set up camp on the highest mountain they could find with a great view of the beautiful mountain Valley. The Nords never did plan to stay in the valley and only built their fort to claim ownership and have a settlement there. Recently however, they have noticed quite more activity than they ever expected the secluded valley to have. The Swadians, Rhodoks, And Vaegirs all seemed to have the same idea they had, only a little more permanent. As always, the Nords want what they can't have, and what they can't have they will fight to receive.
Titles
Lord
Jobs
Soldier
Gatherer
Smith
Cook
Hunter
Watchman
Laws:
Anything the men don't like you can either lock someone in jail or execute for.
Culture: The Nords have mostly warred on people throughout the years, coming to have a stereotype of raping, pillaging, and plundering. They, however, when docile, are abid progressives, giving women the right to divorce their husbands, giving peasants a chance to become part of something better than nobility, a brotherhood, ashield wall. They are people who are very enriched culturally, and grown from birth to be warriors. If you are to approach a nord, know always, they carry their ancestor's swordsmanship with them. Nords, infact, are so progressive, chances are they'll allow their slaves to become serfs or peasants before they put them to the sword, that is, if they are loyal. Do not be beguiled by their rich culture, however, the Nords know how to put an enemy to the axe. Most crimes committed against Nords usually end with a death sentence, if not mutilation. Nordic women are expected to manage finances, be smart, and be very attentive to details. Women usually manage the banks while the men are off fighting, however they should know how to handle an axe. Nordic people are expected to be exceptional at warriorship, sail, and footman tactics.
Map:
Official Banners:
Player Moderator: Haji
Glunmar is a little town surrounded by swamps. Over the course of several years, there have been multiple bandit attacks, warriors passing through, and diseases, but it has always remained the most peaceful place in the land. The tavern is a common resting place that accommodates many different kinds of men from various places. There is never a worry about food. There are plenty of boars to hunt, and the wheat fields always seem to grow in the fertile soil. In the center of the village lies the main watch tower, raids are spotted, money is stored, and people are protected in the building in times of need. Unfortunately it is growing old. Fortunately though, craftsmen and even engineers work in the village making the weapons and tools as well as repairing the buildings. The elders house stands next to the wheat fields and the grape vines. It is most often times open and accommodating to all if you don't have the money to stay in the inn. Glunmar guards have decent training, but nothing too fancy. If a faction attacked, they would be powerless to stop them. The village has very good education in medicine as many of the herbs required for healing grow along the edges of the swampy lands and after many years, there secrets have been discovered. Towards the back of the village, herdsman and serfs breed horses in the stables and tend to them if need be. May its walls forever protect you.
No stealing - Jail
No fighting within the walls - Jail
No bringing boars into the town - Jail
No looting of people - Jail
No rape - Death
Other obvious misdemeanors - Jail
Note: Next to the tower, there is a small place to imprison people. The main method of execution is drowning criminals under the bridge.
Titles
Village Elder
Tavern owner
Temporary Titles (May be appointed at any given time)
Militia Head
Jobs
Guards
Horse breeder
Herder
Hunter
Healer/Doctor
Craftsmen/Engineer
Gatherer
Fisherman
Bard
Glunmarians believe in Sauni, the river god. Sauni is gentle and peaceful. There are stories of her turning her waters into wine when marriages are confirmed. There are drawings of her as a female boar, but is often thought that her true form is human. She supports peace, the pursuit of happiness, and simple living staying away from the mess of politics. It is said that the founder of the village made love with her and their baby was the village. Glunmarians absolutely love straw hats. They can't get enough of them. Men or women without straw hats are often looked at as strange a foreign. It is thought that Sauni seduced the founder with her sweet sounds of the lyre and the founder seduced her with the sounds of the lute. The music bonded together swirling around the them uniting their endorphins. Marriages take part in the presence of the winter elder below what once was a waterfall to the left of the bridge if you are walking out of the village with groom playing a lute and the female a lyre. As the male and female play, the elder declares them as one unit of love and the notes bind them together as well.
No stealing - Jail
No fighting within the walls - Jail
No rioting - Jail or possible Death
No treason - Decision of King
No Questioning of the administration - Knocked out in public
No looting of people - Jail
No rape - Death
You must have decent clothes - Kicked out of city
Other obvious misdemeanors - Jail
King
Master of the Arena
Tavern Owner
Dock Manager
High Priest
Master of Arms
Jobs
Royal Guards
Horse breeder
Herder
Hunter
Healer/Doctor
Craftsmen/Engineer
Gatherer
Fisherman
Bard
Sailor
Merchant
Gate Man
Troops
Royal Advisory
New Zendarians settle for nothing but the best of everything. If you do not wear nice clothes, you are treated like trash on the street and willingly slapped across the face. Only the wealthiest will survive the social system and be a well founded member of the society. New Zendarians pray to their blacksmith founder, Draco, for strong fortitude and stability. The other two are prayed to as well, just not as much. The king is the strongest power in the land and rule with an iron fist, not a gentle heart. Any king perceived as a scrub has been assassinated and gladly accepted by not only his men, but his citizens. You must really know what you are doing to rule the kingdom. Free trade is their current trade system and under the correct administration always will be. New Zendarians don't have time for nonesense, so any unbelievable rude and dumb people are often kicked out of the city without remorse. Marriages are done in the presence of a priest and blessed by him as well. The male and female wear the finest clothing they can find and hold repair hammers, signifying their will to build and not break.
A long time ago, a Vaegir army landed in a small hidden cove, and attempted to invade New Zendar. After a glorious battle, the Vaegirs were pushed back. Many fell, while others fled to the ships. A small group was left behind, led by Nikolai Laras. They fled into the mountains and hid there. They married with locals and built a castle for their new land. After a few generation, they swore fealty to the Tsar in Vaegiria. Recently, a Boyar has been sent to rule over them.
No stealing - Hand Cut Off
No rape - Gelding
Other obvious misdemeanors - Jail
*Note - There are no laws for how to treat foreigners. They are below us.
Titles
Boyar
Jobs
Guards
Horse breeder
Herder
Hunter
Healer/Doctor
Craftsmen/Engineer
Gatherer
Cook
Eastern Orthodox Makerist Priests
Bard
Larasian Vaegirs are largely Vaegir, priding themselves with archery and horsemanship, but locals have mixed with the tribes. Their sect of Eastern Orthodox Makerism includes some pagan traditions, such as the Mountain Festival where offerings are burned on top of the mountain. They often wear fur and hold warriors and hunters above all else.
*Special thanks to Turducken for writing this part*
Player Moderator: Aoife_Aneira
This group is a recent arrival within The Valley of Swamps, it was formed by woman named Aoife Aneira who eventually arrived in the valley after seven years in a mercenary company, nine years a slave, and finally eight years free on the road. The valley was a lawless land with little to no order within it. The former Town Watch Captain one Paul Fitzpatrick was a weak willed man who despite his claims of "It was the valley which made me this way" never had the fortitude for the job to begin with. In fact he had gone so far as to steal Aoife's coin and leave the very next morning. With Paul gone, Aoife took his position as Captain and began to recruit new members. The new watch would be expanded to not only guard New Zendar but also patrol the valley as far as Glunmar.
Captain - Aoife Aneira
Commander- Heinrich Eberhardt
Lieutenant -
Sergeants - Zechariah Knebel
Constables - , Henry Myriddion, Fendor, Rykka Gunnhildr, Rivax Nider, Balski Skrzetuski.
Doctors - Clais Commorance, Rackhelm Serjti
Max Members will be 10-12
Brackaltwald Outpost
Player Mod: OPEN
The Rhodoks never did forgive the New Zendarians for their unneeded hostility ordered by their old corrupt king. Rhodok mercenaries moved here as well and set up a new outpost called Brackwalt, named after the founder, Harry Brackwalt. Shortly after the New Zendarians left their tyrannous king, the Rhodoks stormed his castle and executed him. Now they have come to defeat the army they were promised to fight years ago, led by the great grandson of Harry Brackwalt, Julius Brackwalt, the Rhodoks set their goals: destroy the city of Zendar and become the undesputed rulers of the Valley. Rhodoks are hard-headed.
Current Roster:
Military Economy: Diplomacy
Master at Arms: Master of Economy: Vacant Master of Diplomacy: Vacant
Captians (2): Merchants (2): Vacant Letter Bearers (unlimited): Vacant
Sergents (3): Smiths (3): Vacant Spies (2): Vacant
Enlist (5): Serfs/Tradesmen (5): Tolfdir Stajic
Laws: WIP
Petty theft: Loss of two fingers on each hands
Grand theft: Loss of hands
Murder of VIP (dependant upon who murdered): Hanging drawing and quartering
Murder (dependent upon who you murdered): Hanging
Rape: Emasculation
Fighting: Imprisonment
Disturbing the Public: Imprisonment
Culture: Rhodoks may be far away from home, but they still have a longing for its wine and fine songs. Unfortunately, none of the original settlers knew how to play and thus it has not be passed down. Rhodoks believe in no specific God, but believe there is a higher power of some sort. They are not sure of an afterlife and do not consider life as precious as some other cultures. They will often be seen shooting boars down with no remorse for sport. Rhodoks are very blatant/men and woman who are not afraid to speak their minds. They care for what works, not for what's fancy.
Mount Hellstone
Player Moderator: Hromundr_Finnvadr
The Nords settled here first and have always been highly protective of their land. They set up camp on the highest mountain they could find with a great view of the beautiful mountain Valley. The Nords never did plan to stay in the valley and only built their fort to claim ownership and have a settlement there. Recently however, they have noticed quite more activity than they ever expected the secluded valley to have. The Swadians, Rhodoks, And Vaegirs all seemed to have the same idea they had, only a little more permanent. As always, the Nords want what they can't have, and what they can't have they will fight to receive.
Titles
Lord
Jobs
Soldier
Gatherer
Smith
Cook
Hunter
Watchman
Laws:
Anything the men don't like you can either lock someone in jail or execute for.
Culture: The Nords have mostly warred on people throughout the years, coming to have a stereotype of raping, pillaging, and plundering. They, however, when docile, are abid progressives, giving women the right to divorce their husbands, giving peasants a chance to become part of something better than nobility, a brotherhood, ashield wall. They are people who are very enriched culturally, and grown from birth to be warriors. If you are to approach a nord, know always, they carry their ancestor's swordsmanship with them. Nords, infact, are so progressive, chances are they'll allow their slaves to become serfs or peasants before they put them to the sword, that is, if they are loyal. Do not be beguiled by their rich culture, however, the Nords know how to put an enemy to the axe. Most crimes committed against Nords usually end with a death sentence, if not mutilation. Nordic women are expected to manage finances, be smart, and be very attentive to details. Women usually manage the banks while the men are off fighting, however they should know how to handle an axe. Nordic people are expected to be exceptional at warriorship, sail, and footman tactics.