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Barbarians of Gor has one primary role-play hub with three districts; a northern Gor non-caste district, a central Gor greco-roman/asian district, and a southern Gor desert district. All role-play, events and server storylines are central to Vargor and its immediate surroundings. Vargor has all of the Conan workbenches, an area for player vendors plus a wide selection of public buildings for use by everyone. Vargor is reminiscent of many northern free ports such as Kassau, Skjern, and Lydius. Small allied clans are settled in the surrounding area and are easily accessible via foot, mount or caravan.<br><br>''Vargor is player run not admin run, with leadership positions being chosen by election. The future of Vargor is in the hands of the players and the developing role-play. Vargor has special vendor rules, building rules and pre-built houses available to own.''<includeonly> [[Vargor (RP Hub)|<Read More>]] </includeonly><noinclude>[[category:TOC]][[Category:Server Setting]]
Barbarians of Gor has one primary role-play hub with many regions such as; a northern Gor non-caste district, a central Gor greco-roman district, a southern Gor desert district, and an asian district. All role-play, events and server storylines are central to Vargor and its immediate surroundings. Vargor is reminiscent of many northern free ports such as Kassau, Skjern, and Lydius. The regions around the central town proper are comprised of cultural unique areas, many of which are directly allied to Vargor as protectorates. Small allied clans are settled in the surrounding area and are easily accessible via foot, mount or caravan.<br><br>''Vargor is player run not admin run, with leadership positions being chosen by election. The future of Vargor is in the hands of the players and the developing role-play.''<includeonly> [[Vargor (RP Hub)|<Read More>]] </includeonly><noinclude>[[Category:Season 3]]


{{Season 3 Template}}


=Vargor at Telith's Island=
=Vargor at Telith's Island=
<I>Vargor, a city born from determination and necessity after the threat of the volcano's eruption emptied the lands of so many and the Stygian raiders became more brazen in their attacks on those left behind. What was molded from adversity is a hamlet nestled around the big lake whose shores touches the snow crested mountains of the North, the southern sands of the South, and the rich plains of the wagon people. It has blossomed into a place that welcomes all walks of life.  
<I>From the crucible of necessity and determination, Vargor was born. When the volcano's threat emptied the lands and the Stygians surged to reclaim their territory, the returning Gorean settlers were forced into a fragile alliance for survival. Around the shores of a great lake, where snow-capped mountains met southern sands and the rich plains, a hamlet took root. Amidst adversity, Vargor blossomed into a beacon of Gorean identity, a place where opportunity knew no bounds of caste or station.


Vargor has built itself into a thriving community, rich with both opportunity for those of high caste or low, as well as those with no caste at all, where conflict is kept from its holdings by an agreement among all that the prosperity of Vargor means prosperity for them. A home that offers opportunity for warrior, tradesman, and merchant alike and welcomes all to its shores. </I>
As the months passed, Vargor thrived. Its streets rang with the laughter of children, the clang of hammer on anvil, the murmur of scholars in debate. From the highest towers to the humblest huts, the community pulsed with life. Yet, as Vargor's reach extended into the surrounding lands, the seeds of future conflict were sown. The settlers, as they spread out, began to forge culturally unique regions, each with its own distinct character and ambitions.


The town itself is divided into four quarters; the village proper, Torvald's Quarter, the Argentum Quarter and the Turan Quarter. While all of the quarters are part of the city it is not unheard of for leaders who arise and are given the rank of Jarl, Patrician, or Pasha. These, mostly honorary titles, typically act as the quarters main point of contact for the town leadership.
The northern ridges, where those of Torvaldsland found a new home, grew stern and unyielding, their people shaped by the harsh beauty of the mountains. The southern oases, nourished by the eternal sands, became havens of intrigue and subtle politics, their inhabitants masters of the whispered word and the veiled intent. The Wagon People, eternal roamers, carried the wild heart of the plains into their encampments, their laughter and music a counterpoint to the growing tensions.
 
Though Vargor's spirit of welcome remained strong, the differences between these burgeoning regions began to simmer just below the surface. Caste and tradition, once set aside in the face of common struggle, began to reassert their pull. The old ways, the old rivalries, stirred once more. As the season turned and the months passed, the people of Vargor, of north and south and plain, wondered - could their hard-won unity endure the tests of growth and change, or would the very diversity that had once been their strength become the anvil of future conquest?</I>
 
The town itself is the village proper which houses a town hall, central arena, temple to the Priest Kings, a hospital, slaver house and kennels, as well as other privately owned shops.


===Laws===
===Laws===
{{: Vargor, Laws}}
{{: Vargor, Laws}}


==[[Argentum Quarter]]==
==[[Argentum Hills]]==
{{:Argentum Quarter}}
{{:Argentum Hills}}
 
==[[Torvaldsaer]]==
{{: Torvaldsaer}}


==[[Torvald's Quarter]]==
==[[Turan Cliffs]]==
{{: Torvald's Quarter}}
{{: Turan Cliffs}}


==[[Turan Quarter]]==
==[[Mizu Valley]]==
{{: Turan Quarter}}
{{: Mizu Valley}}
 
==[[Northern Trade Post]]==
{{: Northern Trade Post}}


=Player Rules=
=Player Rules=


;Building
;Building
:You must adhere to the building rules and aesthetics outlined on the [[Building and Bases (Rules)#Homes within the City Limit|building rules page]].  
:You can not build in the Village Proper area. For all other builds you must adhere to the building rules and aesthetics outlined on the [[Building and Bases (Rules)#Homes within the City Limit|building rules page]].  


;Vendors
;Vendors
Line 30: Line 41:


;Available to Own
;Available to Own
:The staff have a selection of homes in a clan called "Available to Own". Any player may request one of these buildings by opening a discord ticket. The process requires both you and the staff member to be online at the same time. After the building is transfer to you, you will need to wait until AFTER the next server restart to start building on it, as the tool we use can be quirky, and its best to just wait till the next day.  
:The staff have a selection of homes in a clan called "Available to Own". Any player may request one of these buildings by opening a discord ticket. The process requires knowing your clan name. After the building is transfer to your clan, you will need to wait until AFTER the next server restart to start building on it, as the tool we use can be quirky, and its best to just wait till the next day.  
: You may change the build as you like as long as you stay within the restrictions both in size and aesthetics for the location in town.
: You may change the build as you like as long as you stay within the restrictions both in size and aesthetics for the location in town.


;Business Owner
;Business Owner
:Most of the business in Vargor or the districts can be claimed by a player who wishes to run them as their personal business. To discuss this please open a ticket in discord.  
:Most of the business in Vargor's (Village Proper) can be claimed by a player who wishes to run them as their personal business. To discuss this please open a ticket in discord.  
:Once approved you can place and stock a vendor in the building. Name the vendor clearly with your name and/or clan, and keep it stocked. One vendor per establishment. Once a vendor is empty or the player inactive the vendor will be removed and another player can take over "ownership".
:Once approved you can place and stock a vendor in the building. Name the vendor clearly with your name and/or clan, and keep it stocked. Once a vendor is empty or the player inactive the vendor will be removed and another player can take over "ownership".
:If you do not actively run your location either by being at the business regularly and/or by running events, and another player with more time wants the position, we reserve the right to change owners. The goal here is to drive RP.
:If you do not actively run your location either by being at the business regularly and/or by running events, and another player with more time wants the position, we reserve the right to change owners. The goal here is to drive RP.


=Protectorate=
=Protectorate=
With the Gorean fiction exists the understanding that villages exist within the political and martial structure of a larger nearby city with each city doing it a bit differently. There is no by the book name for the political relationship of these satellite communities so we have chosen the term Protectorate.
Not all of the regions are allied to Vargor. In fact some may be the home of outlaws. However, most of the regions are intended to be protectorates. A region that is marked as a protectorate (on the map) is part of Vargor's legal system and caste structure. This means members of a protectorate have the rights given to one of a shared Home Stone, even if the character claims a different Home Stone on the mainland. Residency in a protectorate alone confers legal rights and obligations.
 
A protectorate on BoG is defined as an outpost or village which is sworn to Vargor both to offer and receive protection. A protectorate must be settled and united community of reasonable size that is organized under a single leader. Members of a protectorate are able to participate in Vargor as any other resident and have had caste rights extended to them.
 
;How to become a protectorate
#First, you need to become the leader of an organized group of people settled in the same area who identify themselves as being part of a group. This does not have to be a single clan, but the concept of identity across multiple clans with a single leader for the group being identified, must have happened.
#Second, you must be active as this group for a period of no less then one month. Activity involves running events, interacting in the discord story channels as well as role-playing together towards some united fiction.
#Third, you must be invited by the Admins, to become a protectorate. Since so much of the requirements are flexible and thus subjective, only the admins can determine of the goal has been reached. Advice to one wishing to form a protectorate; see what the other protectorates are doing and match or exceed them.
 
;Other Points
:* Once you have been invited to become a protectorate you must do the RP with the leadership in Vargor, and they must accept.
:* You will have the name of your protectorate added to the Town Official NPC for the purposes of registering.
:* You may get a caravan near where you have settled, but it's not a given.
:* You may get workbenches near your area, but it's not a given.
:* If we opt to give you upgrades such as caravans or workbenches, it will always be earned - typically by hosting events.


{{: BottomBar}}
{{: BottomBar}}

Latest revision as of 12:40, 10 June 2024

Barbarians of Gor has one primary role-play hub with many regions such as; a northern Gor non-caste district, a central Gor greco-roman district, a southern Gor desert district, and an asian district. All role-play, events and server storylines are central to Vargor and its immediate surroundings. Vargor is reminiscent of many northern free ports such as Kassau, Skjern, and Lydius. The regions around the central town proper are comprised of cultural unique areas, many of which are directly allied to Vargor as protectorates. Small allied clans are settled in the surrounding area and are easily accessible via foot, mount or caravan.

Vargor is player run not admin run, with leadership positions being chosen by election. The future of Vargor is in the hands of the players and the developing role-play.

This page is part of Season 3 which ended officially on June 22nd. This page and all the other pages in this category have been removed from the Table of Contents and are considered to be archived.

Vargor at Telith's Island

From the crucible of necessity and determination, Vargor was born. When the volcano's threat emptied the lands and the Stygians surged to reclaim their territory, the returning Gorean settlers were forced into a fragile alliance for survival. Around the shores of a great lake, where snow-capped mountains met southern sands and the rich plains, a hamlet took root. Amidst adversity, Vargor blossomed into a beacon of Gorean identity, a place where opportunity knew no bounds of caste or station.

As the months passed, Vargor thrived. Its streets rang with the laughter of children, the clang of hammer on anvil, the murmur of scholars in debate. From the highest towers to the humblest huts, the community pulsed with life. Yet, as Vargor's reach extended into the surrounding lands, the seeds of future conflict were sown. The settlers, as they spread out, began to forge culturally unique regions, each with its own distinct character and ambitions.

The northern ridges, where those of Torvaldsland found a new home, grew stern and unyielding, their people shaped by the harsh beauty of the mountains. The southern oases, nourished by the eternal sands, became havens of intrigue and subtle politics, their inhabitants masters of the whispered word and the veiled intent. The Wagon People, eternal roamers, carried the wild heart of the plains into their encampments, their laughter and music a counterpoint to the growing tensions.

Though Vargor's spirit of welcome remained strong, the differences between these burgeoning regions began to simmer just below the surface. Caste and tradition, once set aside in the face of common struggle, began to reassert their pull. The old ways, the old rivalries, stirred once more. As the season turned and the months passed, the people of Vargor, of north and south and plain, wondered - could their hard-won unity endure the tests of growth and change, or would the very diversity that had once been their strength become the anvil of future conquest?

The town itself is the village proper which houses a town hall, central arena, temple to the Priest Kings, a hospital, slaver house and kennels, as well as other privately owned shops.

Laws

Most Gorean behavior is dictated by tradition rather than law. Goreans are, for the most part, traditionalists and law abiding. Vargor's laws specifically address modesty, theft, property damage, assault, merchant law, submission, and slave law. Most minor issues are handled by immediate ruling or challenge, with more significant issues being brought before the court for litigation. <Read More>

Argentum Hills

Argentum Hills is home to those who hail from central Gor north of the Tahari and south of the Laurius river. The building style is strictly greco-roman. The region is ruled by a patrician when one is chosen. <Read More>

Torvaldsaer

Torvaldsaer in the far north west corner of Vargor is home to those who hail from Torvaldsland. The building style is strictly viking. The region is ruled by a High Jarl when one is chosen. <Read More>

Turan Cliffs

Turan Cliffs is home to any who hail from the southern deserts of Gor such as the cities of Turia, Tor and Turmas. The region is lead by a Pasha who sits in the Kasbash in the regions center. The build style of the region is desert/moroccan. <Read More>

Mizu Valley

In the far south east of the Vargor area lies a rich tropical valley that is currently home to the Pani. The leader of the region is known as the Kijin. The building style in this area is asian. <Read More>

Northern Trade Post

On the border of the Tur Woods and Vargor is a region loosing identified as the Norther Trade Post. It is home to a wide variety of residents from the mainland north of the Laurius. The building style in this area is predominantly wood and plaster ranging from rustic cabins to little Tudor cottages. (This region is only now developing and new players are encouraged to join the channel and get involved.) <Read More>

Player Rules

Building
You can not build in the Village Proper area. For all other builds you must adhere to the building rules and aesthetics outlined on the building rules page.
Vendors
New in Season 4: Tot uses a player vendor which is called a Tot Trader NPC. Traders can be purchased on a vendor in the /warp craft area. Traders must be placed at the fair grounds under either your private clan or settlement clan. Please clearly name your Traders with your clan or character name. <Read More>
Available to Own
The staff have a selection of homes in a clan called "Available to Own". Any player may request one of these buildings by opening a discord ticket. The process requires knowing your clan name. After the building is transfer to your clan, you will need to wait until AFTER the next server restart to start building on it, as the tool we use can be quirky, and its best to just wait till the next day.
You may change the build as you like as long as you stay within the restrictions both in size and aesthetics for the location in town.
Business Owner
Most of the business in Vargor's (Village Proper) can be claimed by a player who wishes to run them as their personal business. To discuss this please open a ticket in discord.
Once approved you can place and stock a vendor in the building. Name the vendor clearly with your name and/or clan, and keep it stocked. Once a vendor is empty or the player inactive the vendor will be removed and another player can take over "ownership".
If you do not actively run your location either by being at the business regularly and/or by running events, and another player with more time wants the position, we reserve the right to change owners. The goal here is to drive RP.

Protectorate

Not all of the regions are allied to Vargor. In fact some may be the home of outlaws. However, most of the regions are intended to be protectorates. A region that is marked as a protectorate (on the map) is part of Vargor's legal system and caste structure. This means members of a protectorate have the rights given to one of a shared Home Stone, even if the character claims a different Home Stone on the mainland. Residency in a protectorate alone confers legal rights and obligations.

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Season Four
Season Four has began. We are in the process of upgrading our educational offerings, streamlining the application process, and onboarding new players. As always the wiki is a work in progress. As of Jul 9th, a significant re-organization was made.