The Kingdoms

   The Center map is mainly a huge island split by rivers.  There are several medium islands and a second mainland that can only be reached by boat or the treacherous land bridge.  For purposes of game play, the map has been divided into seven kingdoms.

  Volcano Island in the North, as well as burnt and half burnt islands are free areas.  These can have outposts but not main bases and will be constantly fought over.  The smaller islands around that map that are not outlined within a kingdom are considered too small to worry about.  Skull Island is owned by the Gods and unable to be built upon.

   Each of the seven kingdoms will have a ruling Jarl.  This person will be a member(usually the leader) of the strongest tribe in the land.  The Jarl's job is to protect the kingdom from outside and internal threats, oversee disputes on his lands, and declare war against those that are violating the rule of his lands.

   Jarls have several requirements.

  • Participating member of a tribe with 5 or more active members
  • Permanent structure(s) in the kingdom in question
  • The ability to role-play disputes and situations within the kingdom
  • Willingness to defend the kingdom and the lesser tribes within

The Seven Kingdoms and their Jarls

  1. Snow North - unruly
  2. Jungle North and Mid - Morstein Holgersson of Tribe Alemanni Dynasty
  3. Tropical Islands North and South - unruly
  4. Jungle South - unruly
  5. Snow South - unruly
  6. Redwoods West - unruly
  7. Redwoods East - unruly
The Jarl automatically governs all people within that kingdom.  These people are given two options, either work for the Jarl and the kingdom or they can move to a different place.  Those on the land refusing to follow their Jarl will be considered traitors and can be wiped from the kingdom.

The Jarl is responsible for knowing who lives within the kingdom.  Deeds of lease are trading between the Jarl and those dwelling there, with the Jarl having say whether the tribe can be on those lands or not.  Deeds can be revoked but only with proper cause.

The Jarl is expected to defend the people of the kingdom.  This can include providing weapons and dinos for defense, or revenging a slight against the people of the kingdom.  Raids can be seen as an act of war and can be answered as such.

Tribe wipes are only allowed for treason and land disputes.  In the case of land disputes a tribe must be given ample warning to leave and a realistic time frame to do so, An instant or even 10 minute warning will never be considered ample time.


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