Settlement:The Order Of The Mares Nest
Village |
Mayor |
---|
Marlon |
Population |
1 |
Allies |
None |
Enemies |
None |
Contents
History
Before the time of abandonment of the large two-year-old settlement of Plattekloof, The Order of the Mare's Nest was already being planned. A settlement that consisted of enough land and resources to sustain it's proprietor with wealth and abundant creative freedoms. Time, silver and suitable land was difficult to procure, and phases of exploration and deed crawling had to happen. While Plattekloof is still in existence, albeit much smaller than it used to be, Marlon set out to find this land. A temporary midway deed was found north of Dragon Fang mountain, called Windthrow_Reserve. From here, Marlon had access to land in close vicinity, waiting for the right time and place. About 2 starfalls later, the veil was lifted, and The Order could proceed. A section of land, matching the ideal plan, became available, and Marlon leapt at the opportunity to survey and finally, plant a stake in it. The Order of the Mare's Nest came into existence.
The Name
While other settlements founded by Marlon and his conspirators were named after geological matches or places, or based on their purposes, Mare's Nest was named for what the plan had written for it, for so long. The order refers to the placement and arrangement of the land and it's resources, but more importantly the disposition of the people that will be a part of it's existence.
The Mare's Nest is a reference to the illusory and misleading start of the settlement. A Mare's Nest is sometimes used to label something that is a muddle, and that is exactly what the land is at the beginning of it's time. Overwhelming amounts of change is needed, and even when this has happened, the name will forever carry the initial spirit in which all of this came to be.
Members
- Marlon: Proprietor
- Fumewort: Vassal
Funding
Mare's Nest land was purchased with the proceeds of disbanding Windthrow Reserve, and any remaining funds were sourced from the personal account of Marlon. Upkeep-funding will be a continuously evolving thought-process, but will also be funded by the proprietor until a suitable scheme is set in place. Recruitment of willing to assist members will be funded from the land itself, ie: not monetary but in natural resources (see below). Upkeep donations, or deals in return for resources (prepared or raw), are extremely welcome.
Resources & Services
Please check back here later for information.
Recruitment
A section of the land is currently scattered with the decayed remains of fallen estate, fences and personal items are abundant. Plant and tree growth have taken over, and fair section of mine collapsed. Rock face areas are common on the upper-parts of the hill, and need to be cleared eventually. A lot of work is needed, wanted or imminent, but not necessarily the only way to become a recruit.
Members will be accepted with the rules set out below, in mind. A member will receive a fair part of land, with which he or she will be free to arrange and lay out as needed. This means utter freedom, in that section of land. Mare's Nest will gain structure and land-reform from this process, and the member will gain a place to call his own, a safe home eliminating the need to find a village to join or to expensively found their own deeds.
Roles
As it is, the king of Freedom Isles reigns over all of the Freedom islands. The rest of the titles of nobility (or whatever the case may be) is decided upon the land-owners. Mare's Nest has the following ranks defined:
- Marquess - As a land/frontier owner
- Vicount/Viscountess - Hereditary title of deputy rank, with or without private jurisdiction of a section of land.
- Knight - A non-hereditary title by the sovereign in recognition of merit. Some jurisdiction over some land.
- Gentleman - No claim to rankings or nobility, but independent and self-sustaining.
- Serf - A poorer, land worker. Owns no land, but provided with housing. Has the oppertunity to work up the ranks to become a gentleman.
- Travellers - No rights to the Order of the Mare's Nest. Strangers, worthy only of a chance to redeem their characters.
- Allies - Diplomatic talks in the ranks will determine allied relations on a case by case basis.
- Non-Allied Diplomats - Outside land owners that the Order of the Mare's Nest deems respected, trustworthy and friendly.
- King - King of Freedom Isles
- Marquess - Marlon
- Viscountess - Meerkatjie
- Knight - ?
- Knight - ?
- Gentleman - ?
- Gentleman - ?
- Serf - ?
- Serf - ?
- Ally - ?
- Ally - ?
- Non-Ally Diplomat - Kasumi
Local Laws
First and foremost, we start with, and inherit the laws of the King of the Freedom isles.
After this, we expand on local laws as needed. Local laws are enforced on the settlement in our own manner. In extreme, hopefully avoidable cases, death by Kos will be applied by our templars. For the love of the King, we hope to never have to do this.
The Order does not believe in imposing rules on members, but some points cannot be avoided. A member is trusted with the role he is endowed with, and this could easily be abused (sometimes by accident). For example, a member will receive building rights, to setup and register his writ in his section. This permission could be abused by building structures outside of the allotted area for example.
Common laws that apply:
Feel free to do as you please in your assigned section/lot, but check in with others when doing things outside of these areas, especially:
- Digging & Terra forming - this could detail or ravage another member or the order's planning. Check with necessary parties before making changing to the land that may extend beyond your personal area.
- Mining - Check with the proprietor or other members about the direction and plan of the mine. Mining often aims to get somewhere while obtaining resources.
- Warnings - Adhere strictly to warnings when terra-forming, mining, etc. Drop shafts, dangerous slopes and broken roads are not acceptable.
- Picking up, leading, moving items and animals - If it's not yours or on your area, don't lead it, don't move it, don't turn it. If you want it, ask.
- Cutting of trees - Unless pre-arranged, do not cut trees (especially in organised areas). If you do cut the occasional rogue tree, store unused raw materials in a bin.
- Writs(and boats) - If you plan to leave, please hand over your writs. It is impolite and unacceptable to leave destruction of unused buildings to other members. Furthermore, a new member might benefit from your writ if you don't want it any more.
- Animals - Keep the creature to tile ratio in mind, it affects everyone.
- Common sense prevails for anything else. Communication resolves all doubt.
- The proprietor will never invade your personal area, unless absolutely needed (dying animals, etc)
Rule 0: Have a fantastic time.