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[Lands] Duchy of Eberland I Northern Gateway

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Lord of Altera
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Index:
1) Overview and OOC Stuff
2) Environment
3) History and Culture
4) Miltary
5) Settlements
6) Afterword and Thanks

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Overview:

The Duchy of Eberland is a claim of land in the hills and mountains of the southern regions of the north of map. It is run by OOCly and ICly by myself, and the House of Eberhall. Eberland takes it major influences mostly from Poland its history and cultures, and will in the future flourish into something uniquely different in the Empire of Anhald. The Duchy itself is a part of Anhald. The region consists of three settlements currently; The food basket to the south of Ackerland, the northern lumber and mining hub Rammbar’s Motte, and the Capital between them of Die Eberbau. Eberland is home to people of many different backgrounds, however, is mostly made up of folk from the Anhalder and Lucan cultures, forming together to become what could be described as a culture similar to that of Anhald, but oddly different as well.

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Region Ruler:

Herzog of Eberland, Berndt Eberhall I.

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Heir:
Mikolaj Eberhall


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Ruling House:

The Honourable House of Eberhall.

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Noble Houses and Families of Eberland:

+ House of Eberhall
+House of MacRammbar
+House of Holztorc
+House Cordenth
+House Virnthorn


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Region Rules:

“At his best, man is the noblest of all animals; separated from law and justice he is the worst.”

OOC Rules:
1) I will not tolerate issues regarding consent within my region, if you wish to come and become violent or commit crimes within Eberland please for the love of all that is holy understand that removes your consent; In short, if you come to Eberland to be the baddie or be violent, understand the punishment for your actions beforehand.
2) When you come to Eberland leave your OOC hate at the door, I will not deal with issues caused by such, in short, do not be an asshole in my regions.
3) After three weeks of inactivity I hold the right to empty your houses and have the chests unlocked and the mats taken; The home will also be sold to another person.
4) I and the others working on Eberland have a single goal in mind when we started developing and building Eberland and that was Immersion. That being said, the landscape and physical geological traits of Eberland means it is a harsh environment outside of the settlements and that must be kept in mind when you explore the Duchy. As an example, the mountains of Eberland are harsh, steep, and covered in icy rocks, you simply cannot walk over them and beyond, you’d be forced to use the roads, so use them.

IC Rules:
1) The Duchy of Eberland follows the Laws of Kaltstaat and the word of God above all else, the word of the House of Kane, and the House of Eberhall are law.
2) Theft from the storages, silos, or barns is considered treason and will be treated as such; This also applies to the theft of ales and whiskies, which the realm depends on to survive the years.
3) The Import of Ales, Whiskey, and Scotches from outside of the Duchy is banned without the written approval of the Herzorg.
4) The Killing, Capture, or harm to the holy bird of God, the Eberlark, is forbidden.

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Inhabitants and Joining Eberland:
Joining and getting involved in Eberland to be quite frank, is rather simple and easy to do. Simply fill out the form below to show that you’re indeed interested and I will get back to you to set up a RP time to figure things out. Note, this doesn’t mean that you will automatically get a spot within the Duchy, it's more or less a way for me to see who is interested, It is not a free card into Eberland. You can also simply approach and talk to Berndt or one of the others in Eberland if you so wish.

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{ APPLICATION TO JOIN }
IGN Name:
Skype Name:
Character Name:
Character Race (No Beastraces):
Character's Desired Job:
Praise the Sun?:


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Current Census:

Berndt Eberhall
Hanns Eberhall
Violet of Eberhall
Alice-Aleksandra Eberhall
Amaryllis Lilac Shink'maho
Serafina de Courtnay
Maceo de Courtnay
Marleen MacRammbar
Otto MacRammbar
Darrion
Roberd Gyrdsman
Jecht




 
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Lord of Altera
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Retired Staff
ShadowAdmin
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“The Guest sees more in an hour than the host in a year.” - Polish Proverb

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Physical Geology
It would be unreasonable to definite the many foothills and mountains of Eberland as rich or wealthy in resource or luxury items; Instead, the environment of Eberland is much harsher and unforgiving. Many of the surrounding wilds and lands within the borders are steep, rocky, and unforgiving, causing many areas of the country to be too rough to reap the harvest, but instead focus on the production of physical resources such as lumber or mining instead. The country of Eberland could be divided by a natural border of the combined wall that is the firstly the foothills and then the actual mountains of the Grasgrün Berg ranges. The areas divided it referred to as; The Highlands past the first range of the Grasgrün Berg and the other ranges such as the Waltzmann and the Hochkalter mountains. Inside the valley rests the lands of MacRammbar and the Kaiserin’s road to Queen’s Port; As well as the home of the capital of Die Eberbau. However, south of the Grasgrün Berg is what is referred to as the Lowlands of Eberland, which is home to much more forgiving plots of land, and is the home of the food basket of Kaltstaat, the golden fields of Ackerland. However, this harsh environment also acts as a natural defence for the people of Eberland, forcing armies and invading parties to follow roads and clear-cut paths instead of having free rein to move as they please, the tall and haunting mountains that reach high above the clouds serve as wall around the villages and homes of the Eberlanders. Rammbar’s Motte is especially well surrounded by the Horn Ridge, circling around and producing a valley. To enter the Highlands past Die Eberbau, one must make it past the Hauerpforte, a tunnel dug under the mountains to connect the roads. However, on either side of the tunnel lays a strong gate and watch tower to patrol and kept eye on whoever wishes to enter and travel upon the Kaiserin’s Road.


Credit to Elz

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Plant and Tree Life:
The stark differences between the Lowlands and the Highlands are quite easy to spot based on the variety of plant and tree life that grow, each area growing a different grouping of plant and tree life altogether. Within the Lowlands of Eberland, there is no lack of plant life Ackerland itself could be referred to as the Flower Capital of Anhald simply based on the extreme amount of different breeds of flowers growing there, most notable would be the Poppy, which grows in abundance in much of the Lowlands. The Lowlands also produce quite a bit of tulip of many different colours such; orange, white, red, and pink. Other medical herbs and plants could also be found within the forests, but none are recorded.

In the Highlands however, it is much harder to locate plant life as the harsh surroundings often prevent soil from being freely accessed. But, within the Highlands of Eberland there is much more trees and forests, made mostly of the northern spruce trees that grow to alarming heights. But the most notable would be the Ram’s Wood near Rammbar’s Motte that consists of many tall spruce trees near the fortress. The unique area of the Highlands would be the red oaks that grow around the Capital, titled the Roteiche Forest.

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Notable Locations and Landmarks:
1) Roteiche Forest: Notable for being the forest surrounding the keep and Hamlet of Die Eberbau, but also for the beautiful forests of red-leaf oaks, the Northern Red Oak is very common the area, and is also a habit for the influx of wild boar in Eberland.

2) Hauerpforte: Dug out to connect Die Eberbau and Rammbar's Motte, the Hauerpforte is a long tunnel under the mountains, both sides are armed with a watch tower with a pyre in case of invasion, as well as a gate to close the tunnels.

3) Korne's Pass: Stationed between the mountains of Hochkalter and Waltzmann, the Korne's Pass is a break between the two that leads north towards Kaiserinport, and is the future spot of the Kaiser's Road north, connecting the southern regions to the northern duchy of Kaltstaat.

4) Hochkalter: The marker for the western border of Eberland, part of the mountain range also belongs to House Cordenth and House Kane, The range of Hochkalter, as it is called in Eberland, moves far north, and is also contains the highest peak in Eberland.

5) Waltzmann: The farthest northern range of mountains in Eberland, It reaches from the edge of the Kaiser’s Road, it touches far north above the borders of Eberland, forming one of the two natural walls around the Krone Pass.

6) Ram's Wood: The forest surrounding the Rammbar's Motte, made of great and tall pine trees, which are cut down and manually made into lumber based products, such as crossbows and shields, the forest prefers a key resource to Eberland, and shelter from the harsh winds.

7) Hupegrat (Horn Ridge): The most severe and rough of the ranges, Hupegrat forms harsh cliff sides on both the west and eastern sides; Making moving past it a hard and dangerous route, that being said, it forms a natural wall for the settlement of Rammbar’s Motte, and even follows a ring around the inner valley near Rammbar’s Motte.

8) Grasgrün Berg ( Green Mountain's): Mountain Range which Die Eberbau is pressed against, also the border of the entrance to the lands of Eberland, with the Kaiser’s Road on the western side of the range. The border between the hills of green, and the snowy regions of the north.

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Animals:
Mammals:
Mountain Goat

Great Horned Sheep

Elk

Reindeer

Roe Deer

Red Deer

Wild Boar

Lynx

Wolverine

Badger

Brown Bear

Red Fox

Red Squrriel

Mountain Hare

Long-Eared Bat

Common Wolf

Avian:
Red Kite

Black Kite

Sparrowhawk

Golden Eagle

Common Kestrel

Peregrine Falcon

Feral Pigeon

Barn Owl

Eagle Owl

Tawny Owl

Long-Eared Owl

Woodpecker

Alpine Swift

Wood Lark

Great Tit
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Imports, Exports, and Trade:
During the start of Eberland, the land could not support itself and many goods and resources had to be traded and exported to ensure the survival of the people, however, in recent history with the development of Ackerland, the realm supports itself with the product it needs to survive while the goods that are imported in are often luxury goods to appease the general population and support the military of Eberhall.

Items Imported at the current time are;
+Iron
+Wines
+Cloth
+Fish and other fine foods.

Exports and Produced Goods;

Ales(s):
known for its production of Ales, Mead, and Beers, but more so for its specially dark ales, such as Bock, Dopplerbock, Dunkel, and Schwarzbier, as well as other more common brews. The dark ale is produced with various different hints and tastes, and is often sold by the keg. However, within Inns such as the Blessing and Boar and the Wilted Rose, one can find the ales served in clay steins, painted at the sides.

Steins:
Crafted from clay to hold ales, or if one is more noble or wealthy, painted and decorated at the sides. The Stein is rather simple, a mug crafted from clay that holds ale and is sometimes covered with a lid. However, the steins crafted in Eberland that are decorated and painted are often the ones traded and sold.

Game and Furs:
Such as freshly hunted meat or various different animal hides.

Harvest Goods:
Such as wheat, carrots, potatoes, beets, and flour.

Whiskey/Scotch:
Often aged in oak barrels, expensive and not often consumed by the non-noble population in Eberland.

Wood/Lumber:
Mostly harvested in the settlement of Rammbar’s Motte, and mostly spruce trees.

Bagpipes:
Fairly straightforward, an musical instrument of Lucan descend, produced in the Highlands by the house of MacRammbar’s and Holztorc’s men.

Wooden Crafts:
Various different objects such as; Toys, lances, shields, and crossbows.



 
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┼ History of the Eberlands ┼
House Eberhall unlike many other houses within Anhald do not trace back their roots many generations or to a single hero figure covered by tale of great duty and honour, such as the House de Courtnay who trace their linage back to the great hero Sir Lancel; However, Eberhall traces its blood back to poor farmers within the fields of Breakwater and earlier the lands of the Empire of Lavoyard. Many many nameless men and women could be traced to Eberhall’s linage, none of them having any sort of importance to the greater picture. Little known to Berndt’s family at the time, this would change with the invasion of Breakwater by the Coalition. The damage done to the farmland surrounding the city caused the many families relating on that to become displaced and out of work; Berndt worrying for the welfare of his brothers, decided it best to join the army of the Kaiser in order to bring in any source of income for his brothers. Starting off as nothing more than a mere levy, he later entered the tournament of Reignfall and placed fourth in the melee, earning the notice of both Count Arthas Cordenth and Sir Aleski; The latter offered him a spot as his squire a few days later, and Berndt gladly agreed. His experience as a Squire allowed his skills to flourish as well as experience warfare both in the Rebellion of Queen’s Port and the Undead invasion of Altera.

The Wisdom of Prince Edmund I foresaw that the undead could not be repelled or pushed away, instead, he realized the people of God had to look forward towards a new land of Gottland. The Anhalders fleet split into separate boats, for a journey that felt like months. However, upon the shores of Gottland Eberhall got its start; Berndt was Knighted by Sir Aleski on the shores, the first sword of the new world, as Sir Berndt the Provident. Later he was granted the surname “Eberhall” translated to Boar-Hall by Kaiser Peter Hallon I and was granted land to the north, and the right to found the first Eberhall settlement, a small fort by the name of Die Eberbau. The founding of Die Eberbau started off with its share of struggle and suffering, as the only settlement built within Anhald, it had to learn to rely solely on itself over the many months, Eberland learned produce the goods and wares to keep itself afloat, alone. Later, the Lucan families of MacRammbar’s and Holztorc arrived within Eberland, asking for land in exchange for becoming a vassal to Eberhall; Later, Donn MacRammbar with the assistance of Ronn Holztorc formed the settlement in the Highlands known as Rammbar’s Motte. Unforeseen to both the House of Eberhall and the new Lucan refugees to the north, the strain on the food supplies was harsh and the food produced by Die Eberbau was simply not enough. Eberhall looked to the south, and saw the unused lands in what is now referred to as the Lowlands, the settlement of Ackerland was formed and quickly grew into the food basket of Eberland, and later Kaltstaat. Under the new watching eye of Queen Alison Kane I, Eberland grew, wealth and harvest became rich in number, Food was no longer a material few in number, but many. The production of Eberish ales and whiskies provided the lands with a new source of income, that even the common folk felt. However, the Golden Age could not last forever, while both Herzog Berndt and Kapitian Ronn were away, a force of men came and sieged Rammbar’s Motte, murdering the majority of the Lucan population in the Highlands. The keep was later taken back, at a great cost for House Eberhall, and with the return of the demon’s to the world the threats towards the realm is high, and the people prepare for the worse.

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┼ CULTURE IN EBERLAND ┼
WIP

Brief Overview
Well the most of Eberland would be traced to either Anhalder or Lucan blood, the culture and lifestyle within Eberland is quite unique simply based on the influence of the cultures coming together, awhile as the other folk that couldn’t fit into one or either in regards to the culture and folk. The major differences that could be described in Eberland vs the rest of Anhald, would be the lifestyle of the common folk and the values they hold. While the value of family is strongly held in the same high regard as the Anhalders; The value of work and skill of your trade is held high, as it is important to the realm for each trade to be done well. Other differences of note are the customs, festivals, and builds of the folk.

Physiology
Appearance and builds within Eberland are very similar to that of the Anhalder aside from a few important points, in Eberland blonde hair as well as red from the influence of the Lucans are much more common sight than it is within Reichland. The Lucan influence also affected the size of the men and women; Bulky and strong, with taller and heavier builds than what is common in Anhald.

Personality

Religion

Language
Within the holding of Eberland from within its founding the language of Gaevic started form as a slang or dialect of the Rede language of the Anhalders. Gaevic first started out as a group of words spelled differently than its Rede’s counterpart, and grew from there with the influence of migration of some of the Lucan people to Eberland. The Gaevic language is based off the influence of the Slavic languages in Europe. Taking influence from languages such as Polish and Lithuanian and the added influence of the German languages.

Please Note: Please do not judge my write up of the Language too much, I’m not a expert on this topic and it's still only a slang or dialect not a full blown language, it is also still a WIP.

Festivals and Customs
Weddings-
Weddings in the Eberlands share some similarities with its northern and southern counterparts, but instead hosts a few differences as well. The ceremonies follow the customs of Anhald very closely, Involving a priest of God or a priest of one of his angels for the wedding to be considered rightfully performed. However, while it is customary for the bride and groom to wear bands of metal to show their devotion to each other, instead of a exchanging of rings at the altar, the groom instead covers his bride in a cloak and upon doing so promises to protect and cloth her for the rest of their days. The tradition of cloaking is held and practiced by both the nobility of Eberland and the peasantry. The Nobility of Eberland often decorates the cloaks with fine furs of many kinds, but usually the fur of wolves and bears are the most common, as it is considered a show of wealth and such being granted to the bride. The cloak itself is made of materials based on the wealth of the groom, some many use heavy cottons while others might afford silks, it is also commonly patterned and decorated with the sigil of the groom to truly show the protection of the groom’s father onto the bride. The peasantry of Eberland are much simpler with such custom, often the cloak is used and old, or sometimes a new one made from whatever income they could summon, however it is not uncommon for a bed linen or old cloth to be used instead of a new one. The feast held after the wedding is less organized than such is performed in the other regions of Gottland, the Eberlanders instead put out a feast for guests to freely eat from as the night passes, the feast is less a dinning event of more of a drinking one, similar to the Tapping of the Kegs various barrels of ales and liquor are opened and share among the crowds, causing some to view the wedding as rather high energy events, as the ale pours and the music plays throughout the night. It is also not uncommon for the whole of the wedding celebrations to be held outdoors. When a wedding is held within Eberland, it is a event for the whole community, meaning that the ranks of both nobility and commoners come together to celebrate, and in these moments they’re truly equals.

Funerals-
Funeral rites are very similar to that held in the southern lands of Reichland, and lower regions of Anhald, however, the Eberlanders believe the body must be first put to rest within a spot of natural comfort, meaning it could be forest, mountain, hill, or riverside, anywhere outside of the reaches of the towns or settlements. During this time the body is left on display for a full day until the sun starts to set and the colours paint the sky, than, as the sun sets the body is burnt and ceremony ran by a priest of the Imperial Church. During the time of rest, the body must not be left alone, and it is a duty passed onto the family of the decreased to guard the corpse, usually a brother dawned in armour and with weapon, if the family has access to such. For a family not to guard the passed is seen as an dishonourable act which prevents the spirit from passing to the heavens. During the time of rest, the friends, family, and even fellow villagers are permitted to come and pay respect, and often leave tokens and gifts to be burnt with the dead at sunset.

Lifestyle
The lifestyle of the Eberlander is often based upon the tradition of their family, meaning it is common for a farmer’s son to remain a farmer, and onwards, these is not often seen as lazy or dishonourable, but the way of the family. That also means that it is not common for men and women to change their stars and end up in higher positions than what they were born into. However, it does not stop boys from dreaming of Knighthood, nor does it stop them from joining up in the army of Eberhall to try and, with hard work and dedication, make their way to proudly bare the title of ‘Sir’ however, within the holdings of Eberland the desire to master a trade or do one well is seen as honourable, as the Eberlander’s value hard work and dedication overall. For children are often put to work as soon as possible, whether it be assisting in working a forge or caring for livestock and crop. Similarly to Anhalder, children in Eberland are not seen as adults until they reach the age of fifteen summers, there is not a ceremony for hitting such. After hitting adulthood Eberlanders are expected to soon produce a family and live out on their own and practice their own professions peacefully, like much of Anhald the Wife is often seen as the homecarer as the husband is entrusted in providing income and care for his family. Families within Eberland are often large as the rate of mortality is high for children, given the dangerous nature of the Eberlands and toll the work takes on the young one, however, illness is often the cause of death for children, with farmhands needed, this means having more children is often needed. The Elderly in Eberland are often seen as the wisest among the village and treated with honour, as it is not common for men and women to hit the elderly age groups, usually the elderly within Eberland work like the adults and the rest of the people until they physically cannot do so and need to be cared for, the elderly in Eberland are also notable for still carrying names from Anhald and even further back into the Lavoyarde roots.

Common First and Surnames
Due to the influences of the Anhalder culture, some of the names that are common in Eberland are also common in Anhald, however, some are spelled quite differently in Eberland. Names in the Highlands of Eberland are also quite different than the lowlands, many of the Lucan population living north within Rammbar’s mean Lucan influenced names like Ronn, Donn, Sinead, and Connor are common with men, as female names like Serafina, Maureen, and Abiageal are common for women. This also means that surnames in the Highlands that start with ‘O’ or ‘Mc/Mac’ are also quite common to come across.

Men-:
Jakub
Otto
Robert
Aleksander
Lukas
Erikas

Female-:
Aleksandra
Anna
Izabela
Natalia
Lena
Amelia

Surnames-:
Surnames in Eberland are often granted based on the family’s traditional professions usually translated into the dialect of Eberland or simply put in common, a few examples would be the following;

Farmer - Rolnik
Kowal - Blacksmith
Graty - Lumber

However, Eberland also carries a bastard name for children birthed out of wetlock, in common it means ‘Mountain’ but in the dialect it translates to Góra.



 
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"Long Live the Boar!"
"Furchtlos Und Treu!"
"Gott mit uns!"

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Overview:
The Military of Eberland is split into two different categories; Firstly, the Grün Bewachen or in the common tongue “Green Guard” and the Jeździecs which simply translates to ‘Rider’ in the Eberland slang of Rede. Originally formed in the format and ranking system of the Royal House of Hallon, the miltary of Eberland has since been reformed and remade to better fit the smaller force. The Grün Bewachen in times of peace patrol and keep the Law of Kaltsaat and God within the settlements of Eberland, but also see to the patrol of the Kaiserin road and take post at the towers between the Hauerpforte tunnels connecting the Kaiserin road on either side. Men who join the forces of Eberhall usually spend quite a bit of time training with the Green Watch, in both sword and tactics.

However, the elite of Eberland is not within the Green Watch, but instead within the ranks of the Jeździecs. By far the biggest symbol of Eberland is the order of riders that protect the realm, dawned in heavy armour shined to perfection and feathers of various colours upon the sallet helms. By far what could be considered the ‘Elite’ the men of the Jeździecs are often experienced soldiers and fighters; Often coming from the Green Watch or even knighted before hand. The training with these riders are so intense on both form, lancing, and tactics, that it is said that the men can switch formations and directions while charging.

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Ranks:
The Ranks in the Eberland military is quite a bit more simple than the system used by the other houses of Anhald, instead of having many ranks, the military of Eberland has a few, and it goes as follows;

Grün Bewachen
+ Grün Bewachen Levy: Served exclusively in the Green Watch branch of the army, tasked with patrols, guarding, and keeping the peace and law. There is often a Levy named to be in charge of the men, but usually, the patrols and duties are decided by the Kapitan.

+Lord of the Bewachen: Title given to the Levyman with the most experience or skill to lead the men of the Grün Bewachen often within their service are granted a Knighthood.

Jeździecs
+Lancer; Served exclusively in the Jeździecs, the Lancer is a non-knighted man trained to be elite within the military, Often used in mounted patrols and mostly used in miltary advances in warfare. However, the traditions of Knighthood in Eberland is strong, and when in times of peace these men practice the art of Jousting.

+Banneret; Formally knighted men that are permitted to carry their own sigils.

+Lord Advisor: Well not the head or commander of the Eberland forces, which is a rank held by the Ruling Herzog, the Kapitan is considered the acting commander and manages smaller affairs too minor to be handled by the Herzog. The Lord Advisor is often in charge of both the Lancers and the Footmen, and upon being named, is honoured with a weapon finely crafted and presented with a Silver Boar's Head Pin to show rank.

{X}
Weapons and Armour:
+Footman/Levy:
- Armed in Chainmail and surcoats, with a Norman helm with a chain hood.
- The option of a Spear or an axe, paired with a shield.

+Lancers:
-Start with a Hauberk and then later granted pieces of plate, however it is common for a Lancer to use a full set of plate, but it is not uniform for a Lancer to start off with it. Paired with a Sallet Helm.
-19 Foot long Lances with steel tips, and the option of a sword, axe or hammer as a side arm, as well as one dagger.

+Banneret:
-Lancer who has been Knighted, use the same gear as a Lancer, but are also permitted to wear their choice of armour and tabard.

+Lord Advisor:
-Gifted a full set of Plate and a Sallet helm, allowed to wear their own colours.
-Longsword is a gift for being given the rank of Kapitan, however, they’re allowed to carry whatever weapon they want.

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Laws:
  1. The Mistreatment of Horses were not be tolerated. Men of the Army are expected to care for the horses and their needs without delay.
  2. Armour and Weapons were be shined, greased, and repaired on the daily.
  3. Assault and Theft among the Army will be treated far more harshly than if committed by Civilians.
  4. Members of the Military are forced to abide by the rules of Chivalry at all times.
{X}
Census:
Lord-Adviser:
Lord Arthas Cordenth


Grün Bewachen:
Lord of the Watche:
Sir Aldren Virnthorn

Man-At-Arms:

Levies:

(Squire) Otto MacRammbar (Tomato150 )
Jeromir Rolnik (CaptnBluebeard )
Azrai (BrianAT16 )


{X}
List of Herzog Approved Knighthoods in Eberland:

Format:
Name:
Age:
Knighted by:
Sigil:

Name: Berndt Eberhall
Age: 17 summers at the Time.
Knighted by: Sir Aleski on the shores of the new world.
Sigil: Boar on a field of green with a yellow satire.

Name: Maceo de Courtnay
Age: 18 Summers
Knighted by: Queen Alison I in the hall of the Queen’s Manor.
Sigil: Three lions passant gardant on a quartered shield of blue and yellow.

Name: Ronn Holztorc
Age: 40s
Knighted By: Approved by the Herzog of Eberland.
Sigil: Two crossed Axes on a field of green, parted down the centre by a grey stripe.

Name: Aldren Virnthorn
Age: 20s
Knighted by: Approved by the Herzog of Eberland.
Sigil: White field with a red cross- Raven.






 
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The Fallen Knight Statue in front of the Wilted Rose Inn, made of stone to remember those lost during the undead conflict in the Northern Kingdoms.
Highlands:

Die Eberbau - Moderate:

Rammbar’s Motte - Violent:

Lowlands:

Ackerland - Moderate:

Shared Lands:
Redwood Grove - Moderate:
Tusk and Thorn Winery - Storm's Landing:
 
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HOUSING AND JOINING
-{X}-


The steel tusked Boar respectfully bows its head; As the green and gold, banners rise in the distance.

*Note: When I say 'RP Taxing' I mean that logically in RP a tax would exist but I don't want your money; I won't go around demanding it, its more of a 'it exists in RP' kind of deal.*

Houses:
Housing in Eberland is mostly free- Most of the houses do not require any sort of payment using radiants, but instead it given in exchange for a character coming to work in Eberland (Ex: Guard, Worksmen, and Farmers.) 'Payments' on houses are paid off with work instead of radiants. However, some larger houses such as the custom made manors in Ackerland, require radiant payments; the same goes for stores and farms.
Shops:
Similar to the system of houses, Market Stalls do not require any sort of OOC payment, but instead are paid for in RP taxing. Shops require a OOC payment of radiants, however, after that RP taxing will start.​
 
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mokwar

Yū Yi
Evil
mokwar
mokwar
Evil
I wish I could make pretty threads and write long awesome texts :c
Looks awesome! Kudos! Love your threads
 

Paint

Lord of Altera
Frosty
Retired Staff
ShadowAdmin
ShadowAdmin
Frosty
I wish I could make pretty threads and write long awesome texts :c
Looks awesome! Kudos! Love your threads
Thanks man.

I just have a somewhat high standard for my threads, and it is now it doesn't even come near where I want it to be.

*sweats*
 

Paint

Lord of Altera
Frosty
Retired Staff
ShadowAdmin
ShadowAdmin
Frosty
Finally added the military stuff, I'm not sure if it makes any sense at all, but I tried.
 
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