Vargor (RP Hub): Difference between revisions
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: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. 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". | ||
: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= | |||
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. | |||
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. | |||
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Revision as of 12:41, 25 March 2024
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.
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.
Vargor at Telith's Island
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.
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.
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.
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 Quarter
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>
Torvald's Quarter
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 Quarter
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>
Player Rules
- Building
- 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 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.
- 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 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.
- 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".
- 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
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.
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.