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[Completed] The Freeport of Akueli [Settlement App]


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Settlement PRO MC Name: Thy_Serf

 

Settlement Name: The Freeport of Akueli

 

Proposed Settlement Locations (Highlight 3 on the map): Freeport on tile 110 is our primary choice, but if not possible, we can consider locations on tiles 114 and 115 (not sure if the druids are there).

 

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Settlement Lore (could include previous roleplay posts showing involvement with the community) (1000 words minimum):

 

Spoiler

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-A dwarven mercenary outside of Akueli-

 

THE FREEHOLD OF AKUELI

A Freeport for Gamblers, Criminals, Exiles, and Slavers.

 

A NARRATIVE STORY:

Spoiler

Chief Characters:

 

  • Torsun Azamar, former Goldhand Elder, Merchant, and Exiled Dwarf.
  • The Two-Headed Spirit of Azamar, his bound ghostly companion of Mischief / Mehngott
  • Cagliostro, formerly Rylanor, the Owner of the Waystone and Automaton Merchant
  • Jaq’el Mijqu Ebin Kyutiliqu, Captain of the Caravel Southern Wind.
  • Frederick di Napoli, former Knight of Savoy and Guildmaster of the Iron Warriors.

 

Prologue: The Smuggler

 

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Jaq’el looked through his spyglass and saw that the Urguan Port was ablaze. The great steamships from the stout folk were up in flame, and a fleet of Pirate Ships made their way around the coast. With a frown, he turned to his crewmates:

 

"Turn the ship about, we’ll unload the drugs in Yong Ping. It seems the ports in Almaris shrink by the day. Soon, there will be no place left to dock!” He exclaimed to the nearest uninterested orcish pirate. As the ship turned about, he went to check on his stock."

 

He counted fifteen crates of Moon-Rock, the pristine drug being exported out of Arichsdorf. Looking at the map, he recalled his former adventure there: 

 

"Such a small river - couldn’t risk the Caravel going downriver. Each raft could only take a single crate. If I do not sell this shipment, I’ll surely face a mutiny.”

 

His eyes drifted to the south, where an old Pirate Port used to be. He wished that such a Freeport still existed. Might not be as lucrative, but having a Freeport where one could offload such a large quantity of drugs would be nice.

 

A large CRACK was heard on deck, and Jaq’el ran up. The mast had cracked, and as he turned he saw a large pirate ship alongside his ship. In what felt like only several moments, bands of corsairs were boarding his ship and attacking his crew.

 

Being that Jaq’el is a smuggler, he quickly abandoned his ship (without his crew) and rode off to safety. When he looked down he smiled - at least he had a bag of moon-rock to sell.

 

Part One: The Exile

 

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A human rode his horse fast towards Urguan. Dressed in only his nightgown, the agent rode his horse bareback. “Come on...He muttered, “Be asleep.” As he came to the guard post he saw a faint light. He reared his horse suddenly and dove off into the wild countryside near the Waystone.

 

As he rode into the night, the cries and shouts of dwarven tongue were heard behind him. He quickened his pace, but the sound of the dwarves was still within earshot of him. Suddenly his horse threw him off, as an arrow struck the beast. It rode off into the night, leaving the half-dressed man to fend for himself in the woods.

 

Crossing the mountains was treacherous, and he knew that the Dwarves would be better suited for mountaineering than him. He crawled up the side of the mountain with the little gear he had and reached what seemed to be a long drop. He stuck some climbing rope to the mountain, and then he gently moved down the mountain. When the dwarves caught up to him, he saw that they were inspecting the rope - and then turned around. 

 

It was only two days later that the man reached the destroyed ports of Urguan, and in an abandoned foundry found his contact. A dwarf with one eye, wearing no shirt. His large thick golden mustache gave away his identity.

 

"Torsun Goldhand?” Asked the Man, “I have word on the Waystone - the Empire is to purchase it from the Dwarves in a white-peace agreement.” He handed him a letter bound and sealed by both the House of Von Arichsdorf. The dwarf snatched it out of his hands, and his one eye scanned the page.

 

"Tae seal o’ tae Emperor?” the Dwarf asked,I don't think ye would lie to me. We're business partners after all, aye? Dis mos’ beh real then. Our Kingdom ‘as betrayed tae Goldhan’ Clan.” he muttered, the man only gave a half-hearted nod.

 

"If you wish, I can schedule a meeting between the Baron of Arichsdorf and the Emperor. You and your kin may speak to them directly, at your convenience.” Answered the Imperial Agent.

 

"T’ank ye Mehngott.

. . . 

 

The party of dwarves arrived at the small town of Arichsdorf, during a great feast. Their contact had guarded their arrival, and quickly they found themselves seated at the table of the Baron of Arichsdorf, with the Emperor at the head of the table.

 

When the meeting was over, the Goldhand Clan was given safe passage into Imperial Lands and land to settle the new Waystone. Unfortunately, a fool in the Imperial Clerk Office leaked this publicly.

 

By the time this was found out, it was too late. Rylanor Goldhand and his family were imprisoned, and Torsun Goldhand made it out of the Grand Kingdom of Urguan through his wits. When the dust settled, Rylanor was melted down - and his family scattered. Torsun was left alone and without friends in the town of Arichsdorf, with no land granted to him or his family.

 

At least he had Mehngott, and their dreams of creating a casino and drug empire together. Well, too bad that would soon go up in flames…

 

Part Three: The Agent

 

The sun was setting, and Mehngott awoke in a daze in his moon-rock club. The smell of the drug was overwhelming, and his club was a mess. Getting up and yawning, he made himself some tea. It had been busy for him. “Ever since those damn Dwarves came to Arichsdorf, it’s been nothing but trouble.” He thought. It had been roughly two years since the deal was made. Promises had come and gone, and there was little to show for it.

 

At that time Mehngott had taken a small pension from the Imperial Office and began offloading Moon-Rock in Arichsdorf. Half the town was addicted. Like any good dealer, Mehngott began screaming out into the town: 

 

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The club IS OPEN! Come on in!

 

Unfortunately for him, some lawmen from Providence were in town. One of them, an elven woman with a strange arm and an eyepatch saw that Mehngott had forgotten to clean up the body of the latest stabbing victim. She ran and alerted the authorities, who quickly grew annoyed. They were annoyed that a strange woman could possibly ruin the lucrative drug trade growing within Arichsdorf!

 

They came to Mehngott. “Mehngott,The one Guard said, “Lock her inside the Club and smoke a lot of your drugs. Get her high and kill her - or make her addicted.

 

Being a civic-minded citizen, the Imperial Agent agreed! A great party was had, and even Mehngott’s friend Torsun arrived. They were having a blast.

 

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Until Torsun brutally murdered him, that is - to claim the drug empire for himself. The entire club went up in flames, as well as the entire stockpile of Moon Rock. Unfortunately for Torsun, a wizard high on the moon-rock accidentally blew up the Club, causing the dwarf to go blind. 

 

It was only several weeks later that a being, born from the energy of that murder - would begin to form. A spirit, a ghost, a phantom. Whatever you want to call it, it was born when Mehngott was slain in his own club.

 

This phantom did not feel upset over his death, and soon became attached to Torsun via dark rituals. 

 

Part Four: The Metal Man

 

Death should be permanent. But when you are a constructed being, made of metal? How could it be permanent? For Rylanor - or Cagliostro, it may have been temporary but it was certainly painful. The dwarves gave him a kangaroo court trial, and the verdict was already pre-decided.

 

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GUILTY. GUILTY. GUILTY.

 

While death may be a minor inconvenience for an automaton, it certainly did not take away from the drama of the court. The only thing going through his mind was ensuring that his “children” were safe from the retribution of the Dwarven Court. 

 

. . .

 

When Cagliostro returned to Arichsdorf, he began to get to work on rebuilding his former business at the Waystone. Unfortunately for him, either the Imperials lied to him or through their incompetence, it seems his construction would never come to fruition.

 

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Unlike his companions, Cagliostro had a stronger work ethic. He largely kept to himself in the foreign human town, but occasionally would meet with Torsun. His children would frequent his friend’s house often, but work had to be done.

 

Even if the Waystone would now no longer be in the Empire, luckily Torsun always had a plan up his sleeve… hopefully.

 

 

Part Five: The Southern Knight

 

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Frederick di Napoli had just gotten married to a young woman from Arichsdorf, and he was ready to settle down for good. It troubled him greatly when he learned his friend, Mehngott, was slain by a crazed drug addict in a brawl.

 

As he stood outside of the burned-out club, he had a feeling that something - or someone, wanted him to check behind a painting. It was odd that a painting had remained on the wall, but the knight did not question it. As he removed the painting he found a small cut out in the wall, with a metal box.

 

Opening it he found a large piece of paper, as well as a signet ring. He read the letter:

 

"To my friend Napoli,

 

If you are reading this, you are either not my friend (and attempting to rob me), or I am dead. I am leaving my goods to you and your family, but before you can claim the reward you must take this letter and travel to the far south. There, you will find a woman named the Onyx Queen of Kyutiliqu. I was once her lover and fathered several children with her.

 

I know that you know the southern lands well, and I have no doubt that you will be able to cross the great desert to find her. When you do, give her the signet ring that is in the box. When you do, you’ll be gifted some of my former possessions. If you show her this letter, I am sure she will grant you some of her Iron Warriors to take with you - so that you may rebuild your former Guild.

 

I hope this is not much to ask, but I have many children and they may need guidance in the future. I hope that you will be more than willing to make sure my children do not get murdered - or murder one another for my riches.

 

Thank You."

 

After reading the letter, Napoli had a choice to make. Stay in the war-ravaged town of Arichsdorf with his bride, or go on a kick-ass adventure in faraway lands. Knowing that a true warrior cannot stay in one place for long, he packed his gear and set off to the south.

 

He found a ship, the Southern Wind that was going to the deep south to drop off supplies. For a small fee, the dark-skinned Captain was more than willing to allow the Knight to travel. After several months they reached their destination.

 

The large jungle city was full of stone pyramids, and ornate obelisks and altars. When he made his way to the palace, he presented the letter to the tall female guards. After they gave him entry, he found himself before the massive throne of a tall dark-skinned woman, who towered over him.

 

The narrator will save you the boring details, but Napoli was granted his treasure as well as a small retinue of guards. In addition, they offered to host the Southern Knight (or, the Northern Knight to them) for several years to teach him a new fighting style. 

 

A whole year had passed when Napoli finally returned to Arichsdorf, catching rides on various vessels. When he returned, he found that Arichsdorf had changed drastically. The Empire had lost the war. The Margrave of the Grenz was imprisoned, and his wife had practically abandoned him.

 

Napoli did hear of a new war brewing between Elysium and Krugmar, and set out to make some coin in a new conflict.

 

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Part Six: New Horizons

 

The farfolk captain stepped foot in Arichsdorf for the second time in two years. He shuddered at the thought of staying long. In a distant marketplace, the Captain had met a blind dwarf who told him of great riches within Arichsdorf. When he went there, he found an abandoned burnt outbuilding.

 

In it was the blinded dwarf, who spoke to him:

 

"I have a proposition for you,” The dwarf spoke in an imperial accent, “I have a shipment of Moon-Rock that needs to be offloaded, but I do not have a lot of… foreign connections. I was hoping we could split the profit?” He asked.

 

The captain laughed aloud. “Are you stupid?He asked, “Whatever moon-rock you are selling is knock off, garbage shit. The real moon-rock comes from the deep south, far beyond the Desert you may be used to. I don’t want your awful product.” He would begin to walk out.

 

"Wait!” The dwarf said, “Just wait! What if…what if I help you here? Sell the stronger stuff? You must want that, no?” He asked.

 

The Captain stepped back inside, “The Mijqu Syndicate does not trade with Northerners. Not our good stuff - all of you try to do cheap imitations of our work. I would not trust you to sell our goods, and besides - you are very far away to transport things too. If you want to set up operations with us, move south. The Captain stated, “And another thing, you never found the signet ring I was looking for. Now some Northern bastard has robbed me of my inheritance. Do not think I have forgotten.” He finished, leaving the small burned-out building.

 

The dwarf stood there, and gave one final shout:

 

"It was a fake!” He yelled out. The farfolk captain stopped. Several moments went by before he poked his head into the club. “Fine, He would say, “Does this mean you have the real one? Do not waste my time.

 

Quickly the dwarf took him into the basement of the building and showed him a signet ring. “This was found on his body. Whatever your mother was given was a cheap forgery.” The man snatched the ring out of the hand of the dwarf.

 

"If you are lying to me Torsun…” The Captain began before he was cut off.

 

"I would not lie to you, Jaq’el. In fact, I think we have had a good relationship thus far. You selling my goods in faraway lands. With this new civil war, I think it is time I begin to think of my options. I want to expand the business of my family. Take it, as a gift.

 

Jaq’el inspected the ring, and with a nod he pocketed it. “Very well. What is it you want the Mijqu Syndicate to help you with?

 

Torsun thought for a moment. All this time, he had been relying on others for his hopes and dreams. To build a casino. To settle the Waystone. Time and time again his plans had failed due to other people. This was his chance.

 

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"You said you would not transport good products into the North. That is fine - but what if I built a hold in the south? Where Freeport once was?” He asked.

 

Jaq’el was silent for a moment. “It’s true that when Freeport and the Southern Cities fell, the Syndicate took a heavy hit. Traveling far North puts us in the waters of several large nations, which causes…issues.He would say with a sigh, “With our help, you would wish to create a new port in the South - a Den of Vice?” He would ask.

 

A large grin appeared across the face of Torsun. The first part of his plan was a success. The Syndicate would be willing to supply the drugs and ships necessary for his Freehold - and bring about much-needed trade in the south.

 

"That is exactly what I want. You control the drug distribution, and my family will focus on the gambling and clubs within the city. We will carve out a Trade Empire in the far south, away from the customs offices and peering eyes of authority.

 

In the shadows of Torsun’s mind, an image appeared. A two-headed ghost spoke to him. “Moving AGAIN? Are you really sure you want to do that? Remember last time? It was awful.It said, but only Torsun could hear. “Come on, I really do not want to move!

 

Torsun grimaced and walked Jaq’el out onto the docks. “Take your boat, and gather your supplies. Meet me where Freeport once was. We will be in desperate need of all manner of drugs - as well as slaves to work the opium fields. Is this agreeable?

 

Jaq’el smiled and shook Torsun’s hand. “Very well. I will speak to my mother about this, and if it is agreed I will meet you in Freeport. Farewell.” He walked off, and suddenly a two-headed spirit appeared beside Torsun.

 

"What of our plans for the Cult? Surely you can make money off that - not rely on drugs and slaves.” The Ghost asked.

 

Torsun snapped back at the apparition, “Shut up! Of course, we will still begin the process of the Spirit Cult, but YOU have neglected your duties! How come you have not found other spirits who want to be worshipped?

 

The Two-Headed Spirit frowned with his one head, and the other spoke: “I tried. I really did. I guess I have no choice but to go with you - just, make sure whatever Temple you construct you’re able to make money off of. I really have gotten bored in this small town.

 

The next plan was to hire some muscle for the town. Torsun spoke to the Spirit, “Do you recall Napoli? I heard he was off fighting in some distant war with his retinue. Do you think he could serve us as a Mercenary Captain?” He asked.

 

The Spirit shrugged. “You are useless!” Cried Torsun, who began to make his way to the jungles of Elysium. It was there he found Napoli and some of his company. As they were old friends, he asked Napoli if he would be willing to help organize whatever sort of defenses they may need in their new Freehold. 

 

Napoli, of course, accepted! 

 

Finally, Torsun had to convince his former Clan Father. They spoke on all manner of things, such as the failings of the Empire - and how most remaining lands are too strict on their rules. It was settled: the Automatons would settle within the Freehold - if Torsun could manage the funds to secure the port.

 

It was these four: Torsun, Jaq’el, Napoli, and Cagliostro who would serve as the basis of the possible new Freehold of Akueli.

 

THE LORE-STORY: NON-NARRATIVE

 

Spoiler

The Freehold of Akueli is a proposed settlement, comprised of criminals, exiles, thugs, and slaves within the lands of Southern Almaris. The proposed Freehold has a story stretching back several months, with Torsun Goldhand going into self-exile after the Grand Kingdom of Urguan attempted to usurp the land of the Waystone from his family.

 

Torsun was an ally of Mehngott, who was a Drug Dealer and Gambler from the town of Arichsdorf. Together, they would manage games within the small town. They often spoke about creating their own casino, but never had the time or land to do so as they were in the middle of a war. They would frequently speak openly about how they wished for a neutral Freeport, where gambling and drugs were allowed - and mainly a place where they did not have to worry about a flaming rock smashing their casino.

 

Rylanor has a long part in this story as well, being the owner of the Waystone. While it is up for debate on whether the Imperials lied or not, Rylanor has now been swindled - or robbed, of the Waystone. Putting his faith in Torsun, they first went to Arichsdorf and the Empire in hopes of a new life. They found nothing of that there - and their former allies no longer wanted them. As such, the Waystone and their way of life were put to a screeching halt.

 

It was only when Torsun suggested to Rylanor that they create their own place, where they are free to do as they please that things began to look up for them again. 

 

All associated forum posts:

https://www.lordofthecraft.net/forums/topic/210631-the-imperial-goldhand-contract/

https://www.lordofthecraft.net/forums/topic/210704-the-treachery-of-the-goldhand-clan/

https://www.lordofthecraft.net/forums/topic/211698-the-peace-of-east-fleet/

 

Settlement Government Structure Explanation:
 

Spoiler

 

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A Government Proposal for a “Neutral / Evil” aligned Trade City in the South Hub

 

GOVERNMENT OVERVIEW:

 

A Trade Plutocracy Republic.

 

One thing matters in the Freehold of Akueli. The size of your purse. Everything is for sale within the Freehold, and that includes your voting power. The head of the Freehold, the “First Prince of the Freehold” is elected by the “Conclave of the Exalted Suzerains”, made up of the wealthiest merchants within Akueli. 

 

The Duties of the First Prince:

 

The First Prince is the Head of State and Government for the Freehold of Akueli. He has full veto power within the Conclave of the Exalted Suzerains, and dictates the policies which can be debated by the Conclave of the Exalted Suzerains. The First Prince is head of all military, diplomacy, and internal matters.

 

However, the First Prince cannot select people to serve on the Conclave of the Exalted Suzerains. In addition, a First Prince who has violated the duties entrusted to him may be impeached by the Conclave of the Exalted Suzerains. The First Prince may also exile citizens (but not execute) without trial, and may execute non-citizens without trial. 

 

The Conclave of the Exalted Suzerains elects a First Prince every three IRL months. However, the Conclave of the Exalted Suzerains may also give the First Prince increased powers. In which case, the First Prince becomes the “Prince for Life”, and cannot be removed by impeachment.

 

The title of First Prince is not hereditary. When a First Prince retires, they are entitled to a State Pension. Many often serve as The Principal Keyholder after they retire as First Prince.

 

 

The Duties of the Conclave of the Exalted Suzerains:

 

The Conclave of the Exalted Suzerains serves the State, and elects the First Prince. In addition, it is the responsibility of the Conclave of the Exalted Suzerains (referred to as Noble Suzerains) to legislate policies on the behalf of the First Prince. 

 

The Conclave of the Exalted Suzerains has a maximum of nine members on it, and a minimum of three. Noble Suzerains must “buy” their way into the Conclave of the Exalted Suzerains. The Freehold will hold “auctions” on seats within the Conclave of the Exalted Suzerains. To prevent foreigners from buying their way into the Council, The Principal Keyholder and the Chief Censor must ensure that only CITIZENS IN GOOD STANDING may purchase their way onto the Council.

 

  • Citizens in Good Standing:

    • A citizen in good standing is a character who has spent at least fifteen in-game years within the city and has participated in trade within the city. Essentially, only those who own a business within the Freehold are considered “citizens” - though mercenaries who have sworn an oath to the Freehold are also considered “citizens”. The Chief Censor is responsible for recording all citizens.

  • Citizens in Bad Standing:

    • A citizen in bad standing is a character who has been absent for more than three in-game years, who has not contributed large tributes to the Keyholders, and who is neglecting their civic duties. Those who are in bad standing may find their properties seized, their slaves distributed to other citizens, and their shop given to a new citizen. 

    • Note: those who inform the Censor / Keyholder / Government Officials that they are going on a “vacation” will not need to “reapply” for citizenship, but they may need to find a new property to move into. 

 

The Conclave of the Exalted Suzerains is seen as a prestigious role and can disagree with the First Prince on matters of policy. 

 

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Akuelian Human Suzerain

 

Bureaucratic Roles:

 

The Principal Keyholder is the most prestigious bureaucratic role within the Freehold. The Principal Keyholder (sometimes referred to simply as the Keyholder) is in charge of the Treasury of the Freehold, as well as the Bank of the Freehold.  

 

Therefore, they are in charge of both minting new coins within the Freehold - as well as collecting “tribute” from those living within the Freehold. As the Freehold believes money is power, the Government takes no official stance on “taxation”. Those who do not pay tribute, however, are subject to blacklist and exile into the desert.

 

The more one pays the Principal Keyholder, and therefore the Freehold, the more prestige is awarded to the citizen. They may receive sinecure roles within the government, to pad their “experience” in foreign cities.

 

The Chief Censor is the “workhorse” of the government, serving as the person who tallies who and who isn’t a citizen. In addition, they serve as an “auditor” to the Keyholder, to ensure that the amount of tribute matches the records of citizens within the Freehold. Essentially, they are in charge of the registration of citizens. They may also assist the Keyholder in the “giving of properties”, but would serve in a lesser capacity. Finally, they serve the role of Prosecutor in all court cases.

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A Dwarven Akuelian Keyholder, collecting Tribute

 

THE JUDICIARY:

 

As a nominal republic, the Freehold has a very unscrupulous court system. There is only the “Splendid Magisterial Jury”, which is made up of four “Splendid Jurors”, as well as the First Prince. It is understood by all citizens that EVERYTHING is for sale within the Freehold, and that includes the verdict that the Splendid Magisterial Jury delivers.

 

This jury is for both citizens and non-citizens. The defense must prove their innocence to the Jury, typically in the form of large amounts of “tribute” paid to the four Jurors and the Prince. The Jury must be unanimous for execution sentencing for citizens. Typically for Non-Citizens, they are either executed if they do not pay the appropriate tribute or are enslaved if they have a notable skill.

 

Sentencing is entirely arbitrary and is not based at all on evidence. Typically, the Jury will tell the defendant that they are already guilty - and that by pleading guilty and submitting the proper tribute they may dodge punishment. 

 

The only time when a sentence is not arbitrary is when the crime occurs between two citizens. In that event, the party which was the non-instigating party would also collect a portion of the “Court Tribute”

 

Splendid Jurors are selected by the Conclave of the Exalted Suzerains. As this is a role that can generate some decent income, many citizens will pay large amounts of money to serve in that role. Jurors last as long as the current Prince lasts, which causes the Jurors to be very Pro-Prince as well as wanting them to serve for life.

 

 

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The Splendid Magisterial Jury

 

THE LIFE OF A CITIZEN:

 

Citizens are expected to do two things. Firstly, they must participate in the civic life of the Freehold. Be it serving in a lesser civil capacity (hosting games, parties, etc). Secondly, they MUST own a business - or serve as an “Oathed Mercenary” for fifteen in-game years.

 

When you speak to a Citizen in the Freehold, they will often have a list of pointless and sinecure roles which make them appear “noble”. In truth, most of them are highly corruptible and lacking in basic morals. The Freehold actively rewards those who stomp on others to get ahead. 

 

Many Citizens also own slaves, or at the very least indentured servants. The more money and “cattle” that citizens own, the more prestigious they appear. Citizens will often fight one another to contribute tribute to the city, so they may receive more voting power when they wish to run for Trade Prince or Suzerain. 

 

Citizens do hold a lot of political power within the Freehold. It is (essentially) impossible to execute one. Exile and indentured slavery are typically the only two sentences a citizen may receive - with the second only happening if they have no money to pay their creditors.

 

All races may become citizens, so long as they have the coin. Dwarves, Orcs, and Humans are who mainly make up the citizenry. The Dwarves for their greed. The Orcs for their bloodlust. The Humans for their resourcefulness.

 

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A Dwarven Akueli Citizen

 

 

THE LIFE OF A FOREIGNER:

 

Harsh, cruel, and laborious. Those who do not hold citizenship or mercenary status are treated as nothing more than working cattle, to serve the needs of the businesses within the Freehold. Those who prove their worth to a citizen may be known as an “Adopted Foreigner”. If they commit offenses within the Freehold, their sponsor is liable for economic damages. Due to this, few Citizens will “adopt” a foreigner - though good workers may be adopted as a reward for good work, or foreign business contacts. 

 

Those who are “Adopted Foreigners” are given more respect than the typical foreigner, and may even own property within the Freehold under the name of their sponsor. Their Sponsor will speak for them on all issues related to the Freehold - especially in court cases. Oftentimes, an “Adopted Foreigner” who breaks a law (and a possibly made-up law) will be “traded” by their Sponsor so they may avoid financial loss.

 

Those who are not “Adopted Foreigners” fall into several camps. They may be “Traders”, which are free to watch, interact, and trade within the city. In fact, the vast majority of people visiting the Freehold will be granted “Trader” status. Unlike in most cities, the Mercenary Guard of the Freehold will search incomers for TRADE GOODS instead of weapons, as proof, they are a “trader” and not an “Unwashed Foreigner”.

 

The “Unwashed Foreigners” are those who turn up in the Freehold looking for work. As the Freehold aims to be a center for mercantile in the south, they are more than welcome to be employed. Of course, they often are not paid well. Additionally, those who fail in their job performance will suddenly realize they have few rights within the Freehold. Clasped in chains, the citizen will either trade them at auction or force them to work the mines for them. As a note: THE FREEHOLD DOES NOT DO SLAVE RAIDS - Those who find themselves as “Bounded” are typically those who default on debts owed to citizens.

 

Finally, we have the last group of foreigners. These are the “Bondmen & Bondwomen”, also known as The Bounded. To become one of these is a living nightmare - far worse than the slavery encountered in Krugmar. There is no hope for escape, save for purchasing yourself out of the debt. 

 

The Bounded will be branded with a unique mark. Each mark dictates the type of Bounded they are. These brands are displayed on the face, to easily identify runaway slaves. If one happens to purchase their way out of slavery, they will be given a second brand on their other face indicating they are no longer a slave. 

 

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Dwarven Akuelian Boundshunter, looking for a Bounded - or payment on the debt owed.

 

 

THE ECONOMY OF THE FREEHOLD:

 

 

As mentioned earlier, only those who are “merchants” who “own stores” are typically citizens. Of course, it is impossible for every person to own a physical store within the Freehold. That is expected, of course. 

 

Citizens who are without a “physical store” (including buildings, stalls, or whatnot) will need to sell items out of their home - or participate actively in selling items to foreign traders. Going overseas to trade to come back is also acceptable.

 

All manner of things are for sale within the Freehold: Weapons, Armor, Drugs, Exotic Items from the South. Non-Citizens may not purchase the Bounded. 

 

Citizens who neglect their duties will be met with harsh punishment, up to and including being bounded - until the debt is paid. 

 

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Akuelian Orcish Mercenary

 

MAGIC IN THE FREEHOLD:

 

The Freehold is a refuge for those who practice magics some may few as unacceptable. As the Freehold is a market of living things, many practitioners of “sacrificial magic” may find it a suitable place to live. Those who practice magic are EXPECTED to sell their items and wares - even if it is non-magical. 

 

Some who practice magic may be granted citizenship status, but may not serve on the conclave if they do not participate in trade. 

 

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Edgy Akuelian Wizard

 

Settlement Builds and Infrastructure (photos required):

 

Spoiler

 

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(The build is currently a work in progress.)

 

 

How does this settlement offer a unique niche not already found in an existing polity on the server?: 

 

Merchant cities aren’t anything new on LotC, and have the tendency to die out after a short burst of activity. Older players are very familiar with Alras, while more recently we’ve had Sutica turned Savoy that suffered an activity drought. All of these former nations have one thing in common, and that’s a lack of identity which eventually lumps them into just a standard place of living that can be easily compared to any other settlement or nation on the server without offering anything centered around actual trade or even business ownership.

 

With Akueli, I am hoping to cater to a niche of people who enjoy the aspects of the economy, trade, and entrepreneurial roleplay. As shown in our initial government outline, we plan to use this structure to encourage everyday residents of the settlement to be directly involved in our focus by joining or even starting a business of their own that could compete or even topple already established entities for a chance to change up how things are done at the port. This should facilitate a revolving door of politics to keep things fresh and interesting and to prevent the stagnation that a lot of current nations and settlements suffer from.

 

How does your settlement tie to the greater lore and narrative set by the community on LotC?:

 

Considering many of Akueli’s founding members being of Goldhand lineage, the desire and roots of wanting to establish a freeport could be traced back to when the family had founded Alras in Aegis, and took control of it again in Asulon. Even Dorimnur Goldhand had ambitions of turning his Waystone tavern into a vassal kingdom beneath Urguan that would emulate the aforementioned trade kingdom of yore. Additionally, other ambitious individuals outside of the exiled family have found hope in pushing their own personal ventures with this opportunity, and have lent their support to the creation of Akueli.

 

Currently, the group involved in Akueli’s founding has begun to search for a way to transport their existing supplies and wealth to Freeport after surveying the southern lands of Almaris, and deeming the ruins to be a perfect spot for their grand plans. Unfortunately, after traveling across the continent from nation to nation, not a single shipwright was able to lend or build them a boat to fit their needs, except for one individual inconveniently residing within the lands they are exiled from.

 

Have you ever run a settlement on LoTC before and what experience do you have with leadership within roleplay communities among the current groups of players?:

 

Since joining the server all the way back in Aegis under my old username, Thoak, I have led government entities, clans, and groups within Urguan, and was the NL of Kaz’Ulrah during the end of Atlas. Despite Ulrah failing due to inactivity, I was able to boost player numbers through player hosted events, political happenings, and appointing the right people to take care of the day to day at the tail end before losing nation status. More recently since returning, I’ve taken up the workforce within Urguan, reviving and drastically overhauling it with a focus on individual character development for players. With this philosophy, I was able to take the workforce from 0 to about 15-20 active members. Unfortunately I wasn’t able to meet all of my goals for the workforce, but I do believe my changes and ideas have helped steer Urguan to be a better promoter of roleplay and individual character development that will help keep players in the Urguan community. Currently my character is a Reeve and landowner within Arichsdorf, which has opened me up to an entirely different community on the server. During my short time there, I have gained a new perspective on leading from leadership which I hope to implement with Akueli.

 

Do you understand the metrics for maintaining activity and the grounds for settlement removal, along with the standing polity cap?”: 

 

Yes, I understand that settlements are expected to have and maintain at least 1% of server activity. Failure to do so for three consecutive weeks will result in eviction and removal of the settlement.

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