The Edelreich

Company of Dwarves seeking thief for dangerous mission. Find a group or village to play with here.

The Edelreich

Postby Vaku » Sun Dec 29, 2013 9:49 am

The reigns of this post have been handed off to some more capable hands. I encourage you take a look at the new forum page: Return of the Edelreich! Thanks, thread closed.


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Welcome
This is where you can begin the naturalization process of becoming a citizen of the Edelreich, or in other actions, enter your entire village into the union of the Edelreich.

As for villages entering into the Edelreich, this is done by way of the Lawspeaker. It would be very keen of you to look over the Constitution of the Edelreich, as you and three other village members will have an integral role in duties outlined within the constitution.

Does Your Playstyle Look Promising in the Edelreich?
Explore the interests described below to see if you would like life in the Edelreich.

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You prefer your tranquil hermitage over the life of a bustling village, but still you desire the security and companionship a large community can offer.

Hermits interested in the Edelreich are able to petition for their hermitage to become an outpost of the Union.

The Pros for Hermits who join the Edelreich:
:arrow: Hermits spend nothing to join.
:arrow: Hermits retain all of their posessions.
:arrow: Hermits’ hermitages remain outside village jurisdiction.
:arrow: Hermits are protected by federal laws.
:arrow: Hermits may request a Crossroad Tower to be built on their property for quick military response.
:arrow: Hermits may request that new and current citizens be introduced to their hermitage for purposes of developing the hermitage into a village or into a fort.

The Cons for Hermits who join the Edelreich:
:arrow: Hermits’ Village Idols do not give them representation in Congress, but a Hermit may at any time begin the process to make their hermitage into a village recognized by the Edelreich.

*Any individual within the Edelreich has full mobility and may adjust their lifestyle as they see fit. From being a soldier to a farmer, from a hermit to something unnamed, you are able to change.


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You seek to be a fighter with purpose that the Hearthlands have otherwise failed to provide.

A hearthling interested in the Edelreich may petition to become part of the Edelreich’s military, to uphold the codified laws of the union and defend the hearthling life that is held so dear—for when diplomacy fails, you march in to restore order.

The Pros for becoming a soldier of the Edelreich:
:arrow: Soldiers duties are varied and interesting, revolving around crimes done within the Edelreich and to the Edelreich.
:arrow: Soldiers, however enforcing laws, do not need an intimate understanding of the law, depending on their rank, and legal orders from village Chieftains.
:arrow: Soldiers will be actively on the move, travelling to villages that need reinforced security, and when not in motion, soldiers will be able to rest in any number of the forts recognized by the Edelreich.

The Cons for becoming a soldier of the Edelreich:
:arrow: Soldiers put their lives at risk.
:arrow: Soldiers are held to higher standards.

*Any individual within the Edelreich has full mobility and may adjust their lifestyle as they see fit. From being a soldier to a farmer, from a hermit to something unnamed, you are able to change.


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There is something so satisfying about watching the food you grow become the life-sustaining meals of hundreds. From the expectant cow to the hungry-hungry silkworm, you know what it takes to bring life into the world and keep it.

A hearthling passionate about agriculture, from seed to table or from cow to calf—if he or she is interested in the Edelreich, they need only apply for citizenship.

The Pros for joining as a farmer of the Edelreich:
:arrow: Farmers keep the village life in motion.
:arrow: Farmers may serve as a cook at a fort of the Edelreich.

The Cons for joining as a farmer of the Edelreich:
:arrow: None.

*Any individual within the Edelreich has full mobility and may adjust their lifestyle as they see fit. From being a soldier to a farmer, from a hermit to something unnamed, you are able to change.


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You are the backbone of industry. You create great halls beneath the Hearthlands, and can make unattractive rocks into the most appealing jewelry. The others may not see it, but your work has excelled the Hearthlands into a golden age.

A hearthling who prefers the weaving caves beneath the surface, who has stories of seeing trolls of mammoth proportion, could find life within the Edelreich to be very satisfying. They need only apply for citizenship.

The Pros to becoming a laborer of the Edelreich:
:arrow: Laborers move mountains and make them into components for great cities.
:arrow: Laborers find incredible wealth for actively working.
:arrow: Laborers may serve as an armorer at a fort of the Edelreich.

The Cons to becoming a laborer of the Edelreich:
:arrow: None.

*Any individual within the Edelreich has full mobility and may adjust their lifestyle as they see fit. From being a soldier to a farmer, from a hermit to something unnamed, you are able to change.


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You are comfortable with mediating disputes or even getting into disputes to protect and to gain for your village. Through your conversations you can begin a war or stop it. Your feats of diplomacy are your greatest strength as a hearthling, and all you need is the correct platform to shape the politics of the Hearthlands.

A Lawspeaker can petition for his or her village to be admitted into the Edelreich, where then the same village’s Chieftain and Hirdsmen may fill important roles within the government of the Edelreich. Moreover, any Hearthling within the Edelreich may begin the steps to aspire to a political role.

The Pros to becoming a politician in the Edelreich:
:arrow: Politicians possess special correspondence with villages throughout the union.
:arrow: Politicians, through collaboration, may decide on laws to benefit their village.
:arrow: Each role, from Hirdsman to Sovereign, serve a special duty.
:arrow: Politicians, through collaboration, may rewrite the laws of the Edelreich.
:arrow: Politicians may resign their position at any time, where another hearthling, through a local vote, may step into that position.
:arrow: Politicians, as new citizens and without a village, may be given correspondence with a Hermit for the purposes of converting the hermitage into a village.

The Cons to becoming a politician in the Edelreich:
:arrow: Politicians require an intimate understanding of the codified laws of the Edelreich.

*Any individual within the Edelreich has full mobility and may adjust their lifestyle as they see fit. From being a soldier to a farmer, from a hermit to something unnamed, you are able to change.


The Life in a Village
Villages are the bustling centers of hearthling activity. From commerce in the morning to the social gatherings at night, it can all be found in a village. These locations tend to be very laid back, and their inclusiveness and standards of living have allowed them to become the most populous locales within the entire Union.

May Appeal To
:arrow: Casual Players
:arrow: Social Players
:arrow: Hardcore Players
:arrow: Politician Playstyle
:arrow: Industrialist Playstyle

The Life in a Fort
Fort living requires a discipline which is not unusual to the most hardworking of hearthlings, or to hearthlings eager to learn a thing or two about their craft, from farming practices to combat technique. The entire fort is arranged in the fashion of the Edelreich Military, where Barracks exist for living spaces instead of neighborhoods, and instead of private gardens, maintained independently, there are large protected fields for the growth of basic foodstuffs used in the fort and at times delivered within a relief package to a Hermitage, or more direly, to a Village in famine.

The head of all forts is the Sovereign of the Edelreich, and more immediately in command is the Fort Lawspeaker, to whom the Sovereign maintains direct contact. Running things for the Fort Lawspeaker is the Fort Chieftain, then for him or her, the Fort Huascars. Receiving orders from the Fort Huascars are the Fort Sergeants, who are the last of rank allowed to give orders. Soldiers are the rank beneath Fort Sergeants, and make the base of the entire Edelreich military, and may earn their way from being a recruit, to the position of Fort Lawspeaker with their own detachment.

Forts and villages go hand in hand, and it is not unusual for a fort to be established close to a village with a road intact, allowing soldiers the mobility to maintain their home in a village, and still fulfill their duties in a fort.


May Appeal To
:arrow: Hardcore Players (Min-Maxers)
:arrow: Action-Oriented Players
:arrow: Soldier Playstyle
:arrow: Farmer Playstyle

The Life in a Hermitage
A Hermitage in the Edelreich is nearly similar to a Hermitage existing outside the Edelreich, except that Hermitages in the Edelreich benefit from all the opportunities and protections found, when naturalized as a citizen of the Union. Life independent of the villages is often peaceful, and idyllic, including the vast expanse of land to oneself and his or her property. However, when life alone may become challenging, dangerous or boring, Hermits within the Union may appeal to their government for aid and access.

Some of the perks may include the receiving of Relief Packages, which more often than not include basic foodstuffs. Separately, Hermits may make a request for a Crossroad Tower for quick military response, and through some basic screening, when a Hermit is feeling social, he or she may even obtain the access of a crossroad to Edelheim.


May Appeal To
:arrow: Hermit Playstyle
:arrow: Casual Players
:arrow: Hardcore Players


The Edelreich Arena Project
The Edelreich seeks to enrich the entire Hearthlands with valuable fun from arena games! Joining the Edelreich means that you will be close to the action in creating a splendid a arena that will give reason to visit daily. Build an economy around entertainment and see what the Edelreich is all about.

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Last edited by Vaku on Mon Nov 24, 2014 9:35 pm, edited 9 times in total.
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Re: The Edelreich

Postby dagrimreefah » Sun Dec 29, 2013 11:55 am

The things autism make you do...
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Re: The Edelreich

Postby Amanda44 » Sun Dec 29, 2013 12:26 pm

:lol:

Vaku, wow, you really are persistent in your attempts to govern the hearthlands, 10/10 for effort and perseverance!

One question, for the time being: You are excluding hermits from the Edelreich?


Edited: - bad spelling.
Last edited by Amanda44 on Sun Dec 29, 2013 3:23 pm, edited 1 time in total.
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It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
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Re: The Edelreich

Postby graal » Sun Dec 29, 2013 12:35 pm

I do not understand what you are trying to do here. Does this mean that any village that does not sign up is considered an enemy? Also your post does not indicate which faction this is acting on behalf of. If we were to sign up is it likely that Ainran, Dis, AD, Koreans, The Polish Colony, Republic of Russia Motherlands etc are likely to target villages that are listed here? Could you please provide more information as to what this is about? And where do the peaceful trading neutral villages and groups fall in the big picture of things?
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Re: The Edelreich

Postby ShamanTheBear » Sun Dec 29, 2013 2:50 pm

went to sharpen his ax...
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Re: The Edelreich

Postby Koya » Sun Dec 29, 2013 2:56 pm

In reality, most of things written here will not work...
Also this unions should be made by people that earned status ingame and are trusted by lot of people, and you must have already some number of people behind you to go to forums and look for more.
Still there is few big factions this world, and I will be glad to see one more.
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Re: The Edelreich

Postby Amanda44 » Sun Dec 29, 2013 3:20 pm

Oh, I'm pretty sure Vaku would want you to join the Edelreich Koya, :) , I noticed the throne status remains empty, so should you decide to sign up ........ :D
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
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Re: The Edelreich

Postby Tonkyhonk » Sun Dec 29, 2013 3:41 pm

i respect your enthusiasm, but tl;dr
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Re: The Edelreich

Postby Vaku » Sun Dec 29, 2013 5:38 pm

dagrimreefah wrote:The things autism make you do...

Lol. xD
Amanda44 wrote::lol:

Vaku, wow, you really are persistent in your attempts to govern the hearthlands, 10/10 for effort and perseverance!

One question, for the time being: You are excluding hermits from the Edelreich?

It's not so much that I govern, but that I get to witness governance, you know, for science. :P Anyways. It's the epitome of interactive social conflict. Conflict otherwise seems pretty antisocial (i.e. Killing someone vs. confronting them with words).

Hermits are actually not excluded. You can still be a citizen and live outside of jurisdiction of anywhere. You can be a citizen and do whatever you want. I know I may not be giving a satisfying answer, but all any government is built on are the choices of the people that compose it (there are other factors, but effectively "by the people" always holds true).

graal wrote:I do not understand what you are trying to do here. Does this mean that any village that does not sign up is considered an enemy? Also your post does not indicate which faction this is acting on behalf of. If we were to sign up is it likely that Ainran, Dis, AD, Koreans, The Polish Colony, Republic of Russia Motherlands etc are likely to target villages that are listed here? Could you please provide more information as to what this is about? And where do the peaceful trading neutral villages and groups fall in the big picture of things?


The Edelreich isn't coming out of any hostile beginnings, and as an entity has not manipulated the old maxim from the Bible, "He who is not with Me is against Me."No one who does not sign up will be an enemy unless internal politics takes that route.

This was done not acting on behalf of anyone. It was me who proposed it to my friends, and I went full throttle with it, and none of those said friends are within any of the factions listed above.

It is completely possible that any of the above may declare hostilities against the Edelreich; Similarly, but probably more interestingly, any of those factions can join the Edelreich and become part of the internal politics and explore this avenue together and/or in conflict with each other.

Peaceful traders and otherwise, are technically foreign entities and can be treated as such through internal politics.

Koya wrote:In reality, most of things written here will not work...
Also this unions should be made by people that earned status ingame and are trusted by lot of people, and you must have already some number of people behind you to go to forums and look for more.
Still there is few big factions this world, and I will be glad to see one more.


That is what I am hoping for, for things to become big. One of the new items I am testing is actually the inclusion of entire villages. Often, you will see groups looking for individuals to join them, but neglect the completely workable path of getting a village to join their group. What understandably has been lacking is the political infrastructure to do that.

I began with the U.S. Constitution to build that infrastructure, but honestly a constitution from scratch might work better. You have some very valid points, and indeed, as Amanda suggests, some villages from A.D. should join.

Tonkyhonk wrote:i respect your enthusiasm, but tl;dr

Lol, I completely thought that putting a neat picture at the top would keep it interesting enough to at least read the first paragraph. :P
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Re: The Edelreich

Postby Eemerald » Sun Dec 29, 2013 5:52 pm

I like the idea. I'm all for more social interaction within the game itself, and having something more fun to do as we go through the dry late spell of haven. I'm just not sure anyone would read the lengthy post, or that many would care to follow it. but who knows.
like anything, it's worth a try.
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