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[Port - Town] Drakenport

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Disclaimer: Everything on this page may not be as accurate as it would be learned ICly.

The way to Drakenport:

Storm's Landing --> Ship with white and grey sails, next to the ship of Lost Frontier
Sanardu --> Open Ocean [Ship with black and blue sails] --> Drakenport
Linlea [Small ship with grey and purple sails] --> Drakenport
Ravenport [Ship with red and grey sails] --> Drakenport









Founded and built as a port and colony to the Kalstaat,
the region of Drakenport remains a distant but nevertheless
loyal vassal to the crown.
It has since arisen into a city of technological progress and naval military might.​
An example for the other Imperial vassals to see.​
[] Laws & Punishment​
[] Imports & Exports
[] Jobs & Tax
[] Climate & Geography

 
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Drakenport primarily follows the example of the Kalstaat.​
However, due to their distance to the majority., their laws​
have been subjected to minor changes since the elevation​
of Elise von Briarwood from Freiherr to Graf. Any such​
changes are colored in blue.

1.1 The purpose of this code is to install reforms to the laws and court processes in the Kaltic Empire in the name of Kaiser Asher Varyn and Kaiserin Katherine Kane.​
1.2 The laws represented herein constitute the full length and breadth of all formal written law within the Kaltreich. Any supplementary internal codes of law must be clearly documented herein to be considered legitimate. No outside law code shall be imposed upon the citizens of the Kaltreich by any foreign state or body. Formal extradition treaties shall be documented herein, with citizens protected from being transferred to foreign courts for harsher punishments than would be legal domestically. Noncitizens shall enjoy no such protections.​
1.3 Each citizen, noble or otherwise, who lives within the Kaltic Empire, must abide by the Eisenrecht set by the Kaiser. A citizen is defined as anyone who has permanent quarters within any part of the kingdom, or within the cities of any of the vassals. Any accorded member of Die Versammlung is a noble.​
1.4 Any persons not a citizen of the Empire that are found guilty of these crimes will still be held accountable by the Eisenrecht for crimes committed within the territory. These individuals will be imprisoned, but will have the right to send correspondence to their monarch so that the monarch may petition the Kaiser for terms of extradition. In the case of drifters, those whose governing bodies do not respond in a timely manner, and those who have already broken the law once before within the Empire, regardless of home states, will be treated and tried the same as a civilian.​
1.5 Ruling Kaiser and Kaiserin are above the laws set. They are also able to grant lands, knighthoods, titles, properties, among others. It is the privilege of the monarch to strip away any titles which are not traditionally hereditary, or which were not the pleasure of the reigning nobleman at the time of becoming a member of the court. They may, furthermore, provide complete immunity to those they appoint as Vollstrecker. They may also completely annul any charges brought against anyone at any time if they elect to do so.​
1.6 It is the expectation that in the event of a law thus broken that the victimized party, or an individual who bare witness to the victimization, will petition the Kaiser, Kaiserin, or a noble of the realm. It is not the task of an individual to pursue recrimination, and is in fact strictly illegal on the grounds of vigilantism. Except for in active defence of oneself, there is an expectation of allowing the law to take its course, and not pursuing revenge. This act of petitioning for satisfaction for laws broken is known in the legal process as Tilgung, or demanding satisfaction.​
1.7 Should a servant of the monarch with proper licensing to do so see an ongoing crime, however, the expectation is that they will seek to bring the criminal into their custody immediately. They may also temporarily deputize others in their vicinity in pursuit of the criminal as well.​
2.0 Laws
2.1 Crimes​
2.1.1 Slander is the act of propagating baseless accusations against a noble of the realm with the intention to sully their name or acts in the eyes of relevant parties, e.g. the realm at large.​
2.1.1.1 Those found guilty of slander shall be tasked with paying the weregild to those they have spoken explicitly against.​
2.1.1.2 In the event of extreme acts of slander, those who are not nobles of the realm may also petition for satisfaction.​
2.1.2 Theft is considered the act of taking possessions from another person, a private home or business, or from a person’s belongings. The taking of items left unattended but with the clear expectation of being returned to or having been forgotten shall also be considered theft.​
2.1.2.1 In the event that the items are recoverable in a state that is to the satisfaction of the victim, the criminal shall an amount of lashings determined by the preciding judge.​
2.1.3 Banditry is any conduct with the intended consequence of unlawfully siezing goods or territory owned, propagated, or solicited by the landed nobility of the realm.​
2.1.3.1 It is permissable for anyone to slay bandits and brigands where they stand, if they are actively in the process of their vile deeds.​
2.1.3.2 Bandits will be marked forever as Verfemte.​
2.1.3.3 Attacks either originating from or intended against naval assets will be classified as piracy, which holds all of the same legal repercussions as banditry.​
2.1.4 Assault is considered acts of aggression that result in bodily harm of any kind upon another person.​
2.1.4.1 It is the right of any citizen to petition the Justizmeister to pursue punishment against those guilty of assault, and may choose to pursue punishment even if the victim does not request it.​
2.1.4.2 Those found guilty of assault will be subjected to the equivalent bodily harm, with guaranteed replication of any permanent damage incurred on the victim.​
2.1.4.3 The guilty party will pay additional financial reparations for the cost of any necessary medical supplies and treatments.​
2.1.4.4 It is up to the Justizmeister to determine if self defense was a valid plea​
2.1.5 Damage is considered breaking, destroying, or defacing property of another person, or property of the Empire.​
2.1.5.1 It is the right of any citizen to petition the Justizmeister to pursue punishment against those guilty of damaging property, and the Justizmeister may choose to pursue punishment even if the victim does not request it.​
2.1.5.2 For those found guilty of damaging property, immediate fines equal to the cost of having the property repaired or replaced to at least its previous quality.​
2.1.5.3 The guilty party will face a period of indentured servitude to the Realm based upon the estimated value of damaged item(s). For every day of servitude, they will earn 25r that goes towards their debt. (Example being an item worth 5,000r would incur 200 days in service to the Empire.)​
2.1.5.4 For those who refuse or are unable to pay the fines and serve their time will be placed in the mines for double the original sentence of servitude.​
2.1.6 Murder is considered the act of ending someone’s life outside of justifiable self-defense, lawful dueling, or wartime.​
2.1.6.1 For those found guilty of murder, they will face either imprisonment or execution depending on the circumstances of the murder. This sentence may be carried out as imprisonment within the mines or within a cell, at the will of the Justizmeister.​
2.1.6.2 The length of the imprisonment sentence will be evaluated upon the circumstances and decided by the Justizmeister based on the situation.​
2.1.6.3 For each day the murderer evades justice, one year is added to the sentence.​
2.1.6.4 Turning someone into a vyre is considered murder.​
2.1.7 Assassination is specifically the murder of members of Die Versammlung, the nobility of the realm.​
2.1.7.1 Those who are found guilty of assassination shall be forced to pay the weregild of the noble in question, and any of those who were slain or harmed in the pursuit of their assassination.​
2.1.8 Mutilation is considered the act of debilitating an individual’s body beyond function, removing parts of the body, irreparably and intentionally marring the skin, or otherwise crippling an individual.​
2.1.8.1 Those found guilty of mutilation will be subjected to the equivalent bodily harm, with guaranteed replication of any permanent damage incurred on the victim.​
2.1.8.2 The guilty party will pay additional financial reparations for the cost of any necessary medical supplies and treatments.​
2.1.8.3 The guilty party will face removal of faculty to inflict intentional mutilation again.​
2.1.9 Treason within the Empire is considered to be the act of citizens conspiring against, with intent to harm or displace, a member of the ruling family, and otherwise acting directly against the wellbeing of the Empire as a whole.​
2.1.9.1 Those suspected of treason within the Kaltstaat will be detained for a trial overseen by a member of the Ruling Family, or a special appointee of the Kaiser, in order to determine innocence or guilt..​
2.1.9.2 Those found guilty of treason will be executed, permanently exiled from the Kaltstaat, should they ever return, and all of their belongings will fall to the empire​
2.1.9.3 The guilty party will also be branded appropriately and their identity recorded by an officer of the court, so that they shall be easily identifiable if they ever return.​
2.1.10 Desertion is abandonment of one’s appointed task, breaking one’s legal oath, or defiance of an explicit command by one’s lawful liege or legally appointed commander.​
2.1.10.1 Those found guilty of Dissertation shall be either banished, executed, or reprimanded pending the decision of the presiding judge and the severity of their infraction.​
2.1.11 The Worshipping of Dark Gods is defined as worshipping Skraag, Jishrim or entities defined as "demons". Worship is defined as endorsement, praise, attempted conversion, solicitation from known worshippers; or, the attempted protection, concealment, or aid of known or suspected vile worshippers.​
2.1.11.1 They shall be handed over to the priests, such that they may evaluate the evidence, and issue their own internal judgement, sentencing, and execution of the sentence.​
2.1.11.2 If worship is made clear before the ruling House of Drakenport and that it is their absolute wish and intent to aspire for peaceful, private and non-harmful worship of the Dark Gods, they may be granted a pact to stay within the city of Drakenport. Their identity and worship are to remain secret if it is so their wish. This law has been written for the benefit and safety of Drakenport since the time of Countess Elise von Briarwood to avert damage from worshippers of the Dark Gods due to their distance from the mainland and their wish to remain neutral of pious conflict. To even once violate this pact will result in the usual execution of sentence of such worshippers, and to their perpetual exemption from entering this pact again.​
2.1.11.2.1 Members who enter this pact subject themselves to consistent surveillance while they are within the city. Their whereabouts, location of house and intents are to be declared prior to entry. To be found elsewhere or to have lied, will be considered violation of this pact.​
2.1.11.2.2 Members who enter this pact are allowed to construct only personal shrines of worship. Anything larger than this will be considered to be a violation of this pact.​
2.1.11.2.3 Any spell, incantation that is cast or construction of worship that is made without the consent of the ruling House will be considered to be a violation of this pact.​
2.1.11.2.4 Members who visit or have visited the city and are found to be in worship of the Dark Gods will be exempt from this pact and will not be any chances of entering it. They must declare their wish for it the moment the step into the borders of Drakenport.​
2.1.11.2.6 Demon kind are all exempt from this rule. Worship of any such entity is to be met with punishment delivered by both the ruling House and if able, then the state priests. Any demonic items are to be brought to the attention of the state priesthood. Failure to do so will result in equal punishment as worshipping such an entity.
2.1.11.3 As of Thronesday, 4th of Sporebloom, 2309, it is by decree of House Briarwood, that Acolytes of the Grey Lady may be employed within the state, to further protect the citizens from undead presence, and to lower its strength. Shrine centerpieces of the Grey Lady to be given all the room needed for this exact purpose.
2.1.12 Espionage is defined as collecting information for an outside power.​
2.1.12.1 If found guilty of this crime, the guilty shall be brought before the Kaiser for special consideration, in secret if possible.​
2.1.13 Violation of Noble Privilege is when someone who is not a noble insults, threatens, or falsely accuses a noble.​
2.1.13.1 If found guilty of this crime, the guilty shall pay weregild to the noble, or be put into indentured service until such a time as their debt has been paid.​
2.1.14 Violation of Imperial Privilege is defined as a commoner Insulting, threatening, or charging a member of the Kaiser’s family with a crime without evidence.​
2.1.14.1 If found guilty of this crime, the guilty shall pay weregild to the offended, or shall be put into indentured servitude until they have paid the weregild​
2.1.15 Failure to Adhere to Noble Customs is defined as not referring to a Noble with the proper title as defined in Die Versammlung.​
2.1.15.1 Being found guilty of this crime shall have the guilty pay weregild to the offended or be put into indentured servitude.​
2.1.15.2 A foreigner to the lands of the empire will not be charged with this crime on first offense. They will be given a warning and educated on the proper title to refer to the noble. If they fail to comply after being educated, the noble may demand satisfaction.​
2.1.16 Heresy is defined as attempts to alter the worship of any non-evil god to endorse practices against the interests of broader Kaltic society.​
2.1.16.1 They shall be handed over to the priests, such that they may evaluate the evidence, and issue their own internal judgement, sentencing, and execution of the sentence.​

2.2 Additional Legal Clauses
2.2.1 The Hand of One is the Hand of All​
2.2.1.1 If someone is found guilty of a crime, and had been aided in any way by another person in the act of the crime, then those accomplices, shall be brought to trial as well, for the same charge.​
2.2.2 The Emergency Powers​
2.2.2.1 Should the Kaiser define that the Empire is in a state of emergency, he has the right to suspend the judicial process and declare guilt as he sees fit. If the guilty is still alive after the state of emergency is resolved, he may appeal the decision and have a trial.​
2.2.3 Persons of Utter Disgrace​
2.2.2.1 A person who is distinguished as being Verfemte is forbidden from entering or living within the Kaltreich. Their appearance, name, and capabilities shall be recorded and any citizen who finds them within the empire is permitted to arrest them and provide them to the monarchs in exchange for recognition of their service. Death and revival hold no bearing on this front: they will always, until this status is lifted, be considered exiles from the Kaltreich.​
2.2.4 Indentured Service​
2.2.4.1 In cases where a person is legally sentenced to indentured servitude, they may be granted to any land-holding noble or officer within the military. It is then the task of those persons to command the servant how they see fit, until such a time as their term is over. They must be treated lawfully, in accordance with the laws herein, and not be subjected to undue disgrace.​


3.0 Judicial Process

3.1 Judges​
3.1.1 In order to see that trials are done in a timely manner, The Kaiser and Kaiserin shall appoint nobles of rank 4 or above on the Die Versammlung to the title of Justizmeister.​
3.1.1.1 The Justizmeister are defined as Justizmeister to sit as judges on trials for crimes in the Kaltic Empire.​
3.1.1.2 For crimes commited in the provinces (as defined as lands not held directly by the Kaiser or Kaiserin), it is suitable that the reigning noble of those lands shall be able to act as presiding Justizmeister for the trial.​
3.1.1.3 Not only is the Justizmeister expected to be the presiding judge in determining guilt, it also falls on them to ensure (alongside their staff) the feeding, detaining, and imprisonment of prisoners awaiting trial.​
3.2 Trial Procedures​
3.1.1 In all cases, the Accuser may represent themselves, or they may request the Justizmeister to send for a Marschalgericht.​
3.1.2 In all cases, the Accused may represent themselves or petition another to speak on their behalf. The presiding Justizmeister must approve of any volunteers who are not already formally recognized Marschalgericht.​
3.1.3 Order of events in the Trial​
3.1.3.1 First the Accuser shall explain their charge and their reasoning. Then the Accused shall respond in kind with their own opening statement.​
3.1.3.2 The Accuser shall call witnesses to make statements. They must be approved by the presiding Justizmeister before being allowed to speak.​
* 3.1.3.2.1 The Accuser first asks them questions, and then the Accused shall ask questions in turn. The Justizmeister may also bid inquiries.​
3.1.3.3 The Accused may call witnesses of their own.​
3.1.3.4 The Accused and Accuser may at this time present any demonstratives before the court, or physical evidence which may be relevent in determining a verdict.​
3.1.3.5 Then Prosecution shall give a closing statement, followed by the Defense.​
3.1.3.6 Finally the Justizmeister shall give his verdict​
3.1.4 Counsel will act in a professional and polite manner while in court, unless having received permission from the Justizmeister to treat the witness as hostile.​
3.1.5 In situations of one citizen's word against another, they may use character witnesses to vouch for their character.​
3.1.5.1 If it is the word of nobility against the commoner, except for in instances where the noble has a clear conflict of interest, the noble shall be considered higher than the commoner. This may be overruled by the Justizmeister, as appropriate.​
3.3 Duels​
3.3.1 Duels are legal within the Kaltstaat, and are the right of all nobles and citizens. There is no legal punishment for refusing a duel.​
3.3.2 For a duel to be considered legally binding, the two parties must agree on the terms from the start - both what they are fighting over, the boundaries of the duel, and conditions for victory. At each point, a higher noble must bear witness to ensure that all is conducted reasonably and within the law.​
3.3.3 Duels may be used as an alternative to a trial. In these situations, when the trial would normally begin, the two parties may instead formally petition eachother for a duel to determine guilt. In these situations, both parties must agree to duel, and then the Justizmeister sets the terms.​
3.3.4 Impropriety, whether on the part of the duelists or witnesses of the duel, constitutes Failure to Adhere to Noble Customs on the part of the person or persons interrupting the duel. Impropriety shall be judged by the formal witness of the duel. The duel may be forced to be reconvened if the impropriety is deemed sufficient to invalidate it.​
3.3.5 Physical interjection into the duel by a witness, bystander, or other third party shall be considered assault. The duel must be stopped, and reconvened after the third party is dealt with.​

Die Versammlung [link]

Noble Decree (Verordnung)
Any member of the Hochversammlung or the Spechler is allowed to raise a matter of contention and bring it to vote. This may be new laws, reformations of the old, creation of new offices, war, anything that may be enacted and enforced by the whole of the realm. The Kaiser(in) may automatically allow the passage of such proposals, deny them outright, or allow them to come to vote. If it is passed, the Kaiser(in) is expected to appoint a member of the Versammlung to see it formalized and enacted.

Weregild
Members of the Versammlung have inherent value by law, and that value is dictated by their weregild. Attempts on their life, grave insults, or petty disputes all may call upon weregild. Members of the Versammlung may formally demand weregild at court and have the assembly vote on its merit, or the Kaiser(in) may demand it from anyone - including foreigners or foreign states. Weregild for the murder of a member of Versammlung is five times the usual amount.

Satisfaction (Tilgung)
If someone refuses to pay Weregild, then those offended or the Kaiser(in) may demand satisfaction from the offending party. This may be royal consent for war or a duel as decided on by either a vote of the court or the Kaiser(in)’s will.

Noble War (Edlerkrieg)
Nobles of the Versammlung are permitted to wage their own private wars which have no involvement from other members of the court or the Kaiser(in). They must be given the consent of the court or explicit consent from the Kaiser(in).

Assemble (Versammeln)
Any member of the Hochversammlung may call for the Versammlung to assemble so that they may exercise their rights as a member, either for themselves personally or on behalf of another. All nobles of the realm, even the Kaiser(in), are obligated to either attend or send an envoy on their behalf. (Unless it’s an emergency or me doing it, don’t call one if it’s earlier than two weeks OOC from the last one.)

Aristocracy (Adelsstand)
All members of the Hochversammlung have one vote. The entire body of the Kleinversammlung is represented by one person they select from their ranks, the Speaker of the Lesser Assembly (Spechler). The Hochversammlung may not vote in electing the Spechler, but any member of the Kleinversammlung may propose an election of a new one at any times, and only they may vote on them.

Election of the Kaiser(in) (Wahlkaisertum)
When the Kaiser(in) dies, the Elector-Counts vote on who shall be the next Kaiser(in). Any descendant of the founders of the Kaltic Empire (Asher Varyn, Katherine Kane) are viable candidates to elect.

RankWeregildAppelationOffices
1100kElector-Count (Hochgraf)Marshal (Marschall); High Councillor (Hochstradtrat); Archbishop (Hochbischof)
275kCount (Graf)High Advisor (Hochberater); Bishop (Bischof)
350kLord (Freiherr)Knight Captain (Rittmeister)

RankWeregildAppelationOffices
425kEhrenmann (Herr)Captain (Kapitän); Knight (Ritter); Executor (Vollstrecker)
515kYeoman (Freibauer)Steward (Steward); State Witch (Reichshexe); Lesser Clerk (Kleinschreiber)
610kCourtier (Schmeichler)Squire (Knappe); Herald (Herold)

Elector-Count
Elector-Counts are hand picked by the Kaiser(in) from Counts, with their primary responsibility being electing the next Kaiser(in) upon his death and ensuring a stable transition.

Count
Counts are granted semi-autonomy from the Kaiser(in), and may have their own laws which apply only in their fiefs and hold court amongst their subjects. They are usually granted cities, fortified villages, or centers of industry. In war, they are expected to lead the armies raised by their lessers.

Lord
The lowest rank of the higher nobility, lords are permitted to but do not necessarily own land, typically in the form of villages, abbeys, or small marches. In war, they are expected to raise and maintain elite personal retinues or as many serfs as they can muster.

Knight
The highest rank of the lesser nobility, knights have concluded their training but not advanced into a position of higher management. Many knights remain in this position for their entire lives, being powerful actors on the stage without being held accountable for the actions of clients.

Yeoman
No longer entrants at court, yeomen are nevertheless not considered nobility. Yeomen are often the scions of noble families, still earning their place at court and being trained by those of higher rank to assume their ultimate responsibilities. Others are career yeomen with sufficient recognition to be able to maneuver at court, while lacking any of the expectations of higher ranks, allowing them more freedom and versatility than either a courtier or a knight without any of the responsibility of the Hochversammlung.

Courtier
Courtiers are the most minor of nobility and usually earn it by performing service for the Kaiser(in) while young. It is also given to honorable foreigners that have accepted invitation to the court.
 
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ImportExport
WheatStarblood Ore
GrainSilver Ore
LivestockGlimmersteel Ore
ToolsImmortal Dust
SteelRaw Earkstone
Building partsCoal
Ship partsLimestone
ShipsStone
SpicesCopper
Syren tearsBronze
Alchemical ingerdientsGold
Yew WoodBirch
Eastlander ChestnutOak
OakArchblossom
BirdwoodCotton
Pearls
Syren tears
 
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JobsAvailability
Miner3
Fisher2
Sailor2
Farmer0
Construction worker2
Shipwright2
Smith0
More..

DistrictTax (OOC monthly)Tax(OOC Annually)
Harbor District150r per month1800r per year
Indrustial Distrinct250r per month3000 per year
Farmlands90r per month1080 per year
Noble district/private yards600r per month7200 per year

Claiming a house must be done ICly, though I'll probably put up a post later on for something similar Storms Landing did. At least until ARM can be used by other region owners.
 
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Lord of Altera
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Drakenports climate is a relatively humid one,
beiug so near Sanardu and relatively near
the eastern coral reefs. However,
for a coastal region, rain and harsh winds
are abundant. As such, one can as easily get
a cold if not careful enough.

Drakenport is situated within the Eastern side
of Barumurs island. The isle is shared
by the human settlement to the east
and a dwarven clan to the west. Both live
in relative harmony with one another.

Drakenport is a loyal colony and vassal
to the Kalstaat, though the leading house
of Briarwood has not yet established contact
with the surrounding ones.

The following is a list of allegiances and terms with
other houses or kingdoms around:



House:Relation:
AlthamThe House has been acquainted with and seem to share a likeliness to work towards a more open minded relationship. Yet, there is little compulsion towards anything beyond trade and free movement. Perhaps.
BárúmurThe clan of Bárúmur controls the other half of the island where Drakenport resides. The house of Briarwood and clan Bárúmur remain in relative peace with each others. Having little interest in conflict. Talks of trade routes being established is rumoured.
Kov'Gra'SekThe clan of Kov'Gra'Sek is the ruling house to the Isles of Linlea. Relations have been extended in neighbouring relations, agreements have been made to work together towards a common threat.
FuvurRelations and an embassy has been established in Sanardu over talks at New Riseport. Formal agreements to exchange information and Knowledge were made in benefit to the faiths of the rulers of the houses Fuvur and Briarwood.
KalstaatAs a vassal to the crown, Drakenport remains a loyal ally in spite of their long distance.
 
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Though much of their culture and mannerisms remain similar to
those of Anhalder and Kaltic origin, Drakenport will eventually
begin to adopt changes to this. Perhaps largely in thanks to the
focused presence of Visage in the vassal.
Due to their close proximity to Astrum and the isles of Linlea.
The peoples have a sense of quiet to them. Wary of strangers
though embracive of them when fully accustomed.
While they're also close to Sanardu and New Riseport,
a certain carefree sensation exists to the people. Mostly
to do with the sailor folk of the town.
Aside all that, there are some terms the peoples have since
began to use:
Seaborn
The meaning being, someone that has been baptized in Drakenport.
Largely referring to anyone that is from Drakenport. As a populace.
Those baptized, are usually found with the mark of Visage or Jax to them.
Their armor is typically of scalemail to symbolize scales and the sea. Heated to to a point​
where the steel becomes blue in color in image and colors of the sea.​
Their preferred weapons, tridents and cutlasses.​
Pride is placed in a militaristic state, in the navy and those part of it praised for their bravery.​
 
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(OOC - RULES)
If in the region, do not fly around and explore with the intent of power gaming or metagaming.

The region is a roleplay region. Anything you find there for the use of Roleplay and In-character regards, should be found ICly, not OOCly.​
 
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Updated withn new travel ports. Drakenport now has three new ships that lead to other cities, towns or settlements.
- Ravenport
- Linlea
- Open ocean / Sanardu
 

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A few new IC laws have been passed, mostly regarding worship of demonic entities, as well as Grey Lady / Skraag items.
 
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