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Vargor (RP Hub): Difference between revisions

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<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>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. </I>
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. As the town grows the residents begin to move out into the surrounding area developing culturally unique areas that introduce conflict between regions. While Vargor is a home that offers opportunity for warrior, tradesman, and merchant alike, finding one's proper place will take some time. </I>


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 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===

Revision as of 17:05, 24 April 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.


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. As the town grows the residents begin to move out into the surrounding area developing culturally unique areas that introduce conflict between regions. While Vargor is a home that offers opportunity for warrior, tradesman, and merchant alike, finding one's proper place will take some time.

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 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 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.