'''The Fortress'''
The fortress is made up of a 21x21 design that which within it's thick walls contains more than enough supplies and resources to operate efficiently in a time of siege. (Yes, I am aware this is Freedom we are in currently but it is better to get in the habit of treating it like Wild now than to jump into Wild and be screwed cause no one knows what to do). Within the fortress contains an area for farming, breeding, stables, animal ranch, tree farm, charcoal farm, workshop workshops for all crafting, warehouse for storage, barracks for living of military members, mess hall for all food related items, hospital stocked with healing items, penned up animals for combat training and healing training (Don't kill them. Heal them once they get low), and finally an Arena built for the purpose of sparring/dueling to practice PvP combat strategiesand potentially hosting tournaments in Freedom for players to come and show off their skill in a fight.
The heart of the fortress is a double triple walled Keep which stores the most vital of the items in the fortress. The keep is only accessed by the highest leadership unless in a time of war.
'''1. Civilian'''
The following are only guidelines and a general idea of things. Rules may change as needed to better suit the demands of people.
All civilian class members of the settlement are not considered part of the intended Wild server army jump. They are also not permitted access to the main fort stationed in the center of the settlement. Civilians are given access, as well as the public, to the outer perimeter of the fortress. Civilians will of course have more access to certain areas that the public does not. Civilians may join and be given a 2x3 house of their choice. You have permission to lock your own personal items up in fences and houses, but do not block access to public carts or other sections of land deemed public. Writs will be controlled by the leadership. If you wish to permit access on the writ to someone, please contact the leadership to have it arranged. Settlement settings will be set to not allow the passing of gate locks for citizens, so be sure to keep a key for any gates you create.
This settlement is currently aligned with intentions undecided in which Kingdom it supports in Wild. We will probably not make a solid decision until close to the time to jump, unless one side become very clear and obvious to join with Jenn-Kellon. Whether this changes or not has not been determined. Time will tell.
Sasha - Co-commander
Matrim - Captain