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[Village] {Moderate} Tamor

NIAH

The Lurker
Retired Staff


Cool Text Tamor 165907654906713.png
"The small twinkling lights in the bog mark the path to Tamor."
Tamor is a {Moderate} region

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As the small ship comes to dock, you can see the beginnings of the swamp. The mangrove trees rise high out of the water in a knot of twisted roots along the bank. Over the sound of the ship gently cutting through the inlet waves, you can hear croaks as frogs jump to and from the plants. It is like another world, which is a feeling emphasized by the wooden talismans, charms, and wind chimes that hang high near the docks. Many strips of white cloth and a few bells wave with the breeze coming off the southern sea. You wonder idly who put them there as you gather your things.

After disembarking and traversing the patchwork docks, you grow more and more certain that frogs are fish aren't the only thing in the nearby water. As the wooden platform gently sways underfoot, the tines of something long and green come into view. Beady eyes and a pair of nostrils just breaching the surface of the murky water. It lazily dives almost as soon as you see it. Again you wonder what sort of place this is.

The only clear answer you get is a small sign that says, “The Boat to Tamor” beside a small flat bottomed vessel. A man waits for you there, ready to ferry you deeper and deeper into the marsh. Dare you go further? You wipe the sweat forming on your brow and take a breath. The ferryman just grunts as you finally step onto the boat.

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Location
Tamor is located deep in the swamps of the southern islands. Notable locations nearby are Riseport, Calan, Raven's Nest, and Havarda. The local swamps in the are are largely uninhabited except for the Blackwood's attempt at founding the small village. Securing passage to the village is somewhat of a challenge.

The location is unknown to most ship captains and a dockmaster will likely raise a brow at the unfamiliar name. The only way to make your way into the murky village is to find where the small trade vessel is moored, which is more accurately a patched up and antiquated thing. The small ship can carry you to lip of the swamp, but the captain fears the shallow waterways and won't go much further. From there, it comes down to convincing the ferryman to usher you down the river to the isolated village. The journey is arduous, and near impossible if you don't know where to find the ship.


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Village History
Several generations back, a forest elven family came to settle in the swamps in the far south. The village of Tamor was originally just a small settlement for the Blackwoods. A place to make their living. As the years went by, they became more and more isolated. Rarely leaving unless for a dire need. In their isolation, they thrived with the landscape. Bonded with the swamp to the point of believing that the bog cared for its own. The family continued to build little by little until Tamor grew into the small village it is now.

Curiously, despite the growth of the village, the Blackwoods remained isolated; perhaps due to their burgeoning reliance on the land. They turned to it for spiritual guidance, believing there was magic in the bog, spirits that spoke, and monsters that lurked and lured outsiders away. It was full of so many curiosities, but sickness hit the village. A fair few of the Blackwoods died, and more finally dispersed in belief they’d upset the balance in the marsh.

There was one Blackwood who stayed. Joanna. Left with an empty village and a stubborn belief in the ways, she hopes to bring people to Tamor. To bring life to the marsh once again. In order to do that, she has agreed to fall under House Fuvur in exchange for their protection and trade.

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The Marsh Law
  • Hospitality is given to those that respect the ways, the land, and the village. Those that don’t will find Tamor less than welcoming. Outsiders that show disrespect and hostility are not guaranteed any protection.
  • Living in Tamor means being a part of the family. Brothers and Sisters protect their own and protect the village. It may not be family by birth blood, but it is through shared trust.
  • Do not anger the swamp, nor the spirits which dwell within it.
  • The practices and traditions are not to be shared or spoken about with Outsiders.
  • Do not mourn the death of a loved one. Their spirits are one with the bog now.
  • The Main House is open to all. Food and supplies can be taken freely, but Brothers and Sisters shall not take from one another. Outsiders will be banished should they try.
  • Raising blade against one another, or an Outsider bringing harm to the village, will come with due punishment as seen by the family.
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OOC Rules
  1. Do not alter exterior builds. If you’re given a house, are you free to build the interiors as you wish. If you’re not confident in your interior skills, or don’t have the time, you can pay me 500r and I will interior the house for you.
  2. If you’re absent for two months, possessions left in Tamor and house will be forfeit. If you’re switching characters for a while, taking a break etc, just tell me. That’s fine. But if someone joins and then just vanishes (i.e. new players that join and then never come back, players leaving server, leaving a char shelved in Tamor without letting me know) then possessions will go to the town storage after two months.
  3. No griefing and/or removing items from player chests without permission. Though this is a King’s Law, so it’s a given. You can, however, take from chests in the Main House if you're a resident.
  4. Tamor is a moderate region. Please follow consent rules associated therein.
  5. Residency stems from RP. There is no application. Space is limited, so it comes down to gaining favor with residents already there, as well as Joanna Blackwood.
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Niek's Personal Disclaimers
There are many local legends and lore around the village. They are exactly that- Just legend. What you find in Tamor is not true server lore. Just some backwoods beliefs that some characters fully believe. If your character comes to live in Tamor and does not share those beliefs, that's fine. RP is RP.~

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"As you leave, the wind whispers sadly to the chimes hanging in the trees."
 
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NIAH

The Lurker
Retired Staff
Trade in Tamor
It is impossible to sustain the village on her own, so Joanna hopes to begin small trade with neighboring areas in order to get what she needs to survive. These goods will become available as she finds people that can manage the associated labor. Tamor has an abundance of a few things, but a severe lack of many others.

Goods for Trade:
  • Peat- A very flammable material made of compacted and decayed plant matter over thousands of years. A good source of heating and fire fuel. For those in need of it and willing to travel for it, the peat can make a good source of insulation. It's stacked in long, thin logs and dried out over time in order to be usable.
  • Bog Iron Ore- Some areas seem to have water that's tinted red. Rest assured, it is not blood, but rather iron reacting with water. Anyone who goes out with a long stick and poke around in the grasses, or searches for red water, has a good chance of finding bog iron ore. The ore can be refined and turned into low grade iron. It is not as high quality as something mined directly from the mountains, but it is abundant and easily accessible. A good enough smith could potentially refine it to a higher standard.
  • Lumber- A source of hickory, oak, and hazelnut woods. The mangrove trees are abundant, but lack in usefulness as far as quality lumber goes.
  • Charms, Potions, Brews, Trinkets, Enchanted Items, and Hexes- :3 (See what I said in Niek's Disclaimer~)
Goods Needed:
  • Storable foodstuffs- A lack of usable farmlands brings a strong need for things such as wheat and corn.
  • Alchemical Supplies- Joanna is unable to fetch many of the ingredients needed andw will try to trade out for them when she can.
(This will be updated and adjusted as RP moves along.)


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Census
The following are residents of Tamor. Not everyone will be listed, as I've given members the option to not appear on the censuslist.

Forum Name -- Character Name -- Profession
Niah -- Joanna Blackwood -- Herbalist
Balatro -- Lola DeCronus -- Soothsayer
Landem -- Olga Spisene -- Witch
Kelida -- Kelida -- Unknown
-- -- --​

 
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NIAH

The Lurker
Retired Staff

Life in the Swamp
The land is not kind to settlers. The peaty ground lacks nutrients and is prone to being overtaken by water, meaning that crops are a difficulty. Those that manage to make a living and stay find the humidity to be a constant bother. Sticky sweat is a daily struggle and loose fitting clothing is the only way to properly adapt. Of course, if the overabundance of water and heat doesn't drive you away, there is always the chance that the flora and fauna will.

Flora
(A copied excerpt from this website)

There are also some edible and medicinal plants found in the swamp lands. Trees that produce edible seeds or other edible parts include: overcup oak, water oak, pond pine, cabbage palm, hickory, and hazelnut. Smaller edible plants include such species as: cattail, wapato, pickerelweed, southern blueberry, and blackberry.

Medicinal plants can also be found in the southeastern swamp ecosystem, and these include such species as: sweet flag (Acorus americanus), sassafras (Sassafras albidum), willow ( Salix sp.), bog bean (Menyanthes trifolia), sundew (Drosera filiformis and Drosera rotundifolia) and saw palmetto (Serenoa repens).

Some swamp plants are dangerously poisonous and should not be handled or consumed. Poison-sumac, and its relatives, poisontree and poison-ivy are well-known plants that cause mild to severe rashes when touched by people. Wood from these plants should not be burned either, as inhaling the smoke can create the same blistering rash on the lungs and even cause respiratory failure.
In addition to this, the plant life is as abundant as it is strange. It would not be uncommon to find carnivorous plants, such as Pitcher Plants, as they evolved to thrive in nutrient poor soil. There are many mushrooms and fungus growing around, some edible, and some... less than safe to eat.

Fauna
(A copied excerpt form this website. Minor edits/removal of mention of Earth locations.)

Swamps often have an abundance of fish and turtles as well as a variety of wading birds and waterfowl in southeastern the swamp ecosystem. In addition, raccoons, opossums, muskrats, beavers, nutria, swamp rabbits and alligators can also be found there. All of these animals can be seen a potential source of survival food. One of the best known sources of protein in swamplands of the southeast are the abundant species of crayfish (also called "crawfish", "crawdads" and "mudbugs"). Alligators are also one of the main hazards of the swamp ecosystem, and large ones can be dangerous especially during the breeding season when they are most active and potentially most aggressive.

The swamps are also home to variety of snakes, including a few venomous ones such as the pygmy, eastern diamondback and timber rattlesnakes, water moccasin or cottonmouth and the coral snake. Though a majority of snakes in these swamplands are non-venomous, those species mentioned here should be avoided and not handled or otherwise molested. A bite from one of them is a potentially fatal experience.
As well as the wildlife mentioned above, one can find an entire host of variety with the animals in the swamps. The area around Tamor is not just water and trees. Around the larger and more solid masses of land, beasts such as bobcats, deer, various frog species, and river otters. The otters, however, stay away from the murkier area with the mass of mangrove trees in order to avoid the alligators lurking nearby.

 
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NIAH

The Lurker
Retired Staff
Fun Extras

Legends
  • "Take care lest you meet the Marsh Strider."
    • It is the ripple on undisturbed water. It is a rustle in the still reeds. A movement in the corner of your eye. The Marsh Strider is what will rip your life away with its gangly limbs before you even have a chance to run. It will close the distance with long strides and tear anyone apart that dares traverse the swamp in the dark. Your only hope is the swamp's favor or the inkling of the Witchlights. And even then...
  • "The Witchlights are like mischevious children that don't know any better."
    • They say the Witchlights are the spirits of the swamp. Flickering lights that hover and dance in the darkness. They're one of the few things to keep the Marsh Strider at bay, but more than one Blackwood found themselves led into a watery grave by a Witchlight leading them astray. Playful and devious in the same breath, and never to be trusted.
Playlist
{ Tamor Musical Soundtrack }
A fun little playlist that helped inspired the direction that Tamor took. Very focused on music of the south and the bayou.
 
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Niko

Lord of Altera
Good
Legend
SirNicholas14
SirNicholas14
Good
I want to make another mentally afflicted character just so that he can live there.
 

NIAH

The Lurker
Retired Staff
OOCly, have passed ownership to the lovely Elz as Tamor was a Fuvurian claim anyway. ^.^ She may wish to say a few words.~
 

Elz

hmm
Events Staff
Very Sweet
Staff
Nylarii travelled to Tamor after Joanna failed to respond to any invitations or letters - And found her dreadfully ill. She's taken Tamor into her own hands for the time being, but not much major changes. All trade goes via Riseport docks as it did before, and Nylarii makes sure shipments of foodstuffs are send to Tamor for whomever still resides there. Any issues are to be brought to the Fuvurs instead of Joanna, no matter what the issue is.

OOCly I'm not sure what we're going to do right away - It's a lovely region as it is so I doubt I'll edit anything, but if RP dictates it needs expansion I can do that. c:
(Also keeping this thread because its gorgeous. And many thanks to Niek. :heart:)
 

Balatro

Don't call it a comeback
Retired Staff
Ohhhh- updates!

Someone RP with me here! There are many secrets in this swamp
 
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