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Minecraft: Owlsongs
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A crude note wafts in the wind, nailed against the board within the public smithy:

"Feel free to note below what one requires from the smithy, and those capable shall get your crafts done as soon as possible. Leave your name along with your request."
An addendum has been added to the notice:

Here follows an update on the situation:

The Druid has agreed to step down and move away from the Castle, into a home of his own outside of the walls. A message is to be sent to him, to signal his departure. Any rebels/union/laborers that go near his domicile shall be met with hostility at the Druid's discretion, however. He yet intends to visit, on occasion, to see if all fares well with the town.

Hopefully soon, after Bel's trial, this means that the rebels/union/laborers will decide to move into town, and we can begin to mend the distrust that had sparked between us.

May this finally be a step in the right direction.


-- Lt. Morgan Khorvaire
Havenwatch about 1 year ago
Havenwatch

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(icons and images subject to change)



What is Havenwatch?


Havenwatch is a military-minded organization, intended for the protection of the town, as well as any current or future friendly holdings, the protection of trade routes (once established), the training of both members and non-members alike should they desire such, the increased fortification of our, or allied, holdings upon the island. This, along with the establishing of regular patrols, being available to help citizens with scavenging missions, and creating a centralized point of information for the airship survivors and their allies.
Havenwatch is also an organization for those with a mind of law and order, with a minor, yet strict, hiërarchy.


The Ranks, and their meaning:


Commander: The duties of the Commander shall be to serve as central spokesperson of Havenwatch, with the ability to amend the rules and ranks of the organization. They also serve as the organizational figurehead of Havenwatch, ensuring that each role within the organization is adequately performed, and that any proceedings go smoothly. In urgent, dangerous, or military matters, the Commander's word is law, yet most if not all non-urgent matters shall be decided on by majority vote between Commander and Heralds.

-- The Heralds are trusted advisors, and the only rank above an ordinary member, besides Commander. In the absence of a filled Herald position, the Commander takes over their duties. Each Herald is able, and encouraged, to organize expeditions of a certain type.

Herald of the Sword: The Herald of the Sword is a master of battle, with certain knowledge of tactics, and with sufficiënt leadership capabilities. They need not be martially inclined, so long as they have the knowhow of doing the following: Leading field expeditions, organizing training sessions, offering tactical advice, organizing patrols and watches, being a calm and diplomatic spokesperson in the Commander's absence.

Herald of Whispers: The Herald of Whispers is the scoutmaster, in charge of seeking out and identifying new threats, preferrably in groups of at least two. They also ensure that reports are accurate, and that they are made available not only to members of Havenwatch, but also to the general public, so long as dangerous information does not fall into the wrong hands. They must be a master of investigation, and also be able to gather information from people, without being provoked into conflict, or provoking one themselves. Purely scouting expeditions are lead by the Herald of Whispers (or their appointed scout) and during such, their word is law.

Herald of the Tower: The Herald of the Tower is in charge of ensuring that any and all equipment is in a proper state. Furthermore, the Herald of the Tower is in charge of seeking out ways to fortify owned or allied positions, organizing resource gathering expeditions for such, as well as being a quartermaster for equipment and materials.

Herald of the Orb: The Herald of the Orb must be proficient in spellcraft and the Arcane, serving as Havenwatch's first and foremost advisor on anything of a magical nature. Furthermore, the Herald of the Orb shall be in charge of maintaining any laboratories or libraries that are owned by Havenwatch, as well as organizing and leading expeditions in search of materials for potions and poisons.

-- Besides the Heralds, anyone else remains a common member of Havenwatch, commonly called 'Watcher', and while the voices of the Heralds will carry more weight, the opinion of the Watchers will still be heard and weighed in into any decisions.

Watcher: A Watcher is a fully-fledged member of Havenwatch, with the perks and services that come with such. They can freely choose to join any expeditions spearheaded by any of the Heralds (or the Commander), where they believe their skills compliment such.


The Laws of Havenwatch:


The First Law:
Once per month for the same person/position, any fully fledged member of Havenwatch may invoke the First Law upon anyone, be they Commander, Herald, Member or Prospect. A vote shall be held among Commander and Heralds to remove the challenged person from their position, and either remove them from Havenwatch, or simply have them retain another position within the organization. Should the Commander be chosen as a target, the vote must be unanimous among Heralds, provided there is more than a single Herald. Should a Herald be chosen as a target, only a majority vote is necessary, with the Commander breaking any ties.

The Second Law:
No order may bring you purposeful dishonor, or command you to purposefully go against your religious beliefs. In order for this law to apply, your personal code of ethics or faith must be clear ahead of time to any incident this law may apply to. In order to avoid repercussions for a lack of following orders, one must clearly state that they invoke the Second Law. At an appropriate time, the Commander and Heralds shall look at the case, and decide whether the invocation was a just one. For a just invocation of the Second Law, no punishments of any kind are to be dealt to the invoker.

The Third Law:
Purposefully acting in a criminal manner against a fellow member of Havenwatch is grounds for immediate, dishonorable removal from the organization. Depending on the crime, further action may also be taken. If a member of Havenwatch believes themselves the target of such an act, they must invoke the Third Law, and Commander and Heralds must initiate an investigation, and make a majority decision based upon the gathered information.

(4) At the current time, the town-partially-known-as-but-not-fully-agreed-upon of 'Haven' does not wish its laws enforced by Havenwatch in any way, shape or form. Havenwatch is not to respond to any crime witnessed within 'Haven', unless said crime directly endangers any member of Havenwatch, or the lives of citizens or visitors.

(5) Any crime comitted by a member of Havenwatch that does not fit under the Third Law may yet be grounds for punishment or even removal from Havenwatch, at the discretion of a vote among Commander and Heralds.

(6) A willfull disobedience of orders that does not fall in line with the Second Law is grounds for immediate dishonorable expulsion, unless an exception is made by a vote among Commander and Heralds. In this matter, the Commander has the right to veto.

(7) Civilians that endanger an expedition lead by Havenwatch through willfully ignoring commands or orders, shall no longer be allowed to join Havenwatch expeditions, unless an exception is made by a vote among Commander and Heralds. In this matter, the Commander has the right to veto.

(Further laws shall be written here, as they are created within Havenwatch.)


The Holdings of Havenwatch:


Havenwatch Hall resides within the town-partially-known-as-but-not-fully-agreed-upon of 'Haven', following the path up to the Castle, just to the right of the dungeons. At the moment, it is but a single room for meetings, gathering reports, and for equipment maintenance. A members-only storage is available.

For now, Havenwatch is essentially a guild residing within the town-partially-known-as-but-not-fully-agreed-upon of 'Haven'.
Roster:

Commander: Morgan Khorvaire

Herald of the Sword: Derazhian
Herald of the Tower: (none)
Herald of Whispers: (none)
Herald of the Orb: (none)

Watchers:
- Rope
- Naia

Recruitment is currently: OPEN
A lengthy, eye-catching letter seems to be attached to the noticeboard:

We all came here, from whatever was before. Forced to build something new, and make it work even though, let's face it, things had never been perfect, then. Now, we are left to grasp at straws, and build us a nest that will last. We all have our ideas on how to do that, as our latest days have evidently shown.

I, Lieutenant Morgan Khorvaire have, hopefully, found a solution to our current situation in a way that will please all parties involved. This, by organizing the following:

1) The Western fortress, henceforth named Fort Vanguard, currently occupied by the refugees with whom we have an uneasy alliance, will become property of a new organization spearheaded by myself, by name of Havenwatch.
2) The Druid will be given a formal position within Havenwatch, able to keep up with recent events and have an official say in Havenwatch matters. He will move into Fort Vanguard, where he shall be provided full protection and comfortable lodgings.
3) This will allow the refugees to move into Haven proper, which shall be left to govern itself, free from policing or other forms of authority coming from Havenwatch.
4) Fort Vanguard and Havenwatch will have their own organization and ruling. Any visitors must comply to local law.
5) Haven will have it's own organization and ruling. Any visitors must comply to local law.

I fully believe that this is the best solution to our current situation, and allows people to freely choose among law (Havenwatch) and liberty (Haven). Information shall be fully shared between both Fort Vanguard and Haven, as well as trade to be es tablished, and any expeditions can be freely joined by one another. Citizens joining expeditions spearheaded by Havenwatch must, however, abide by any orders given to them, that do not dishonor their person, or their beliefs.

I am hoping to speak to you all in the coming days to see this charter ratified, and to bring us all the peace of mind and the clarity that we need to continue together to build this place into the strong colony that we need it to be.

-- Lt. Morgan Khorvaire
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