As the small ship comes to dock, you can see the beginnings of the swamp. The mangrove trees rise high out of the water in a knot of twisted roots along the bank. Over the sound of the ship gently cutting through the inlet waves, you can hear croaks as frogs jump to and from the plants. It is like another world, which is a feeling emphasized by the wooden talismans, charms, and wind chimes that hang high near the docks. Many strips of white cloth and a few bells wave with the breeze coming off the southern sea. You wonder idly who put them there as you gather your things.
After disembarking and traversing the patchwork docks, you grow more and more certain that frogs are fish aren't the only thing in the nearby water. As the wooden platform gently sways underfoot, the tines of something long and green come into view. Beady eyes and a pair of nostrils just breaching the surface of the murky water. It lazily dives almost as soon as you see it. Again you wonder what sort of place this is.
The only clear answer you get is a small sign that says, “The Boat to Tamor” beside a small flat bottomed vessel. A man waits for you there, ready to ferry you deeper and deeper into the marsh. Dare you go further? You wipe the sweat forming on your brow and take a breath. The ferryman just grunts as you finally step onto the boat.
Location
Tamor is located deep in the swamps of the southern islands. Notable locations nearby are Riseport, Calan, Raven's Nest, and Havarda. The local swamps in the are are largely uninhabited except for the Blackwood's attempt at founding the small village. Securing passage to the village is somewhat of a challenge.
The location is unknown to most ship captains and a dockmaster will likely raise a brow at the unfamiliar name. The only way to make your way into the murky village is to find where the small trade vessel is moored, which is more accurately a patched up and antiquated thing. The small ship can carry you to lip of the swamp, but the captain fears the shallow waterways and won't go much further. From there, it comes down to convincing the ferryman to usher you down the river to the isolated village. The journey is arduous, and near impossible if you don't know where to find the ship.
Village History
Several generations back, a forest elven family came to settle in the swamps in the far south. The village of Tamor was originally just a small settlement for the Blackwoods. A place to make their living. As the years went by, they became more and more isolated. Rarely leaving unless for a dire need. In their isolation, they thrived with the landscape. Bonded with the swamp to the point of believing that the bog cared for its own. The family continued to build little by little until Tamor grew into the small village it is now.
Curiously, despite the growth of the village, the Blackwoods remained isolated; perhaps due to their burgeoning reliance on the land. They turned to it for spiritual guidance, believing there was magic in the bog, spirits that spoke, and monsters that lurked and lured outsiders away. It was full of so many curiosities, but sickness hit the village. A fair few of the Blackwoods died, and more finally dispersed in belief they’d upset the balance in the marsh.
There was one Blackwood who stayed. Joanna. Left with an empty village and a stubborn belief in the ways, she hopes to bring people to Tamor. To bring life to the marsh once again. In order to do that, she has agreed to fall under House Fuvur in exchange for their protection and trade.
The Marsh Law
OOC Rules
There are many local legends and lore around the village. They are exactly that- Just legend. What you find in Tamor is not true server lore. Just some backwoods beliefs that some characters fully believe. If your character comes to live in Tamor and does not share those beliefs, that's fine. RP is RP.~
After disembarking and traversing the patchwork docks, you grow more and more certain that frogs are fish aren't the only thing in the nearby water. As the wooden platform gently sways underfoot, the tines of something long and green come into view. Beady eyes and a pair of nostrils just breaching the surface of the murky water. It lazily dives almost as soon as you see it. Again you wonder what sort of place this is.
The only clear answer you get is a small sign that says, “The Boat to Tamor” beside a small flat bottomed vessel. A man waits for you there, ready to ferry you deeper and deeper into the marsh. Dare you go further? You wipe the sweat forming on your brow and take a breath. The ferryman just grunts as you finally step onto the boat.
Location
Tamor is located deep in the swamps of the southern islands. Notable locations nearby are Riseport, Calan, Raven's Nest, and Havarda. The local swamps in the are are largely uninhabited except for the Blackwood's attempt at founding the small village. Securing passage to the village is somewhat of a challenge.
The location is unknown to most ship captains and a dockmaster will likely raise a brow at the unfamiliar name. The only way to make your way into the murky village is to find where the small trade vessel is moored, which is more accurately a patched up and antiquated thing. The small ship can carry you to lip of the swamp, but the captain fears the shallow waterways and won't go much further. From there, it comes down to convincing the ferryman to usher you down the river to the isolated village. The journey is arduous, and near impossible if you don't know where to find the ship.
Village History
Several generations back, a forest elven family came to settle in the swamps in the far south. The village of Tamor was originally just a small settlement for the Blackwoods. A place to make their living. As the years went by, they became more and more isolated. Rarely leaving unless for a dire need. In their isolation, they thrived with the landscape. Bonded with the swamp to the point of believing that the bog cared for its own. The family continued to build little by little until Tamor grew into the small village it is now.
Curiously, despite the growth of the village, the Blackwoods remained isolated; perhaps due to their burgeoning reliance on the land. They turned to it for spiritual guidance, believing there was magic in the bog, spirits that spoke, and monsters that lurked and lured outsiders away. It was full of so many curiosities, but sickness hit the village. A fair few of the Blackwoods died, and more finally dispersed in belief they’d upset the balance in the marsh.
There was one Blackwood who stayed. Joanna. Left with an empty village and a stubborn belief in the ways, she hopes to bring people to Tamor. To bring life to the marsh once again. In order to do that, she has agreed to fall under House Fuvur in exchange for their protection and trade.
The Marsh Law
- Hospitality is given to those that respect the ways, the land, and the village. Those that don’t will find Tamor less than welcoming. Outsiders that show disrespect and hostility are not guaranteed any protection.
- Living in Tamor means being a part of the family. Brothers and Sisters protect their own and protect the village. It may not be family by birth blood, but it is through shared trust.
- Do not anger the swamp, nor the spirits which dwell within it.
- The practices and traditions are not to be shared or spoken about with Outsiders.
- Do not mourn the death of a loved one. Their spirits are one with the bog now.
- The Main House is open to all. Food and supplies can be taken freely, but Brothers and Sisters shall not take from one another. Outsiders will be banished should they try.
- Raising blade against one another, or an Outsider bringing harm to the village, will come with due punishment as seen by the family.
OOC Rules
- Do not alter exterior builds. If you’re given a house, are you free to build the interiors as you wish. If you’re not confident in your interior skills, or don’t have the time, you can pay me 500r and I will interior the house for you.
- If you’re absent for two months, possessions left in Tamor and house will be forfeit. If you’re switching characters for a while, taking a break etc, just tell me. That’s fine. But if someone joins and then just vanishes (i.e. new players that join and then never come back, players leaving server, leaving a char shelved in Tamor without letting me know) then possessions will go to the town storage after two months.
- No griefing and/or removing items from player chests without permission. Though this is a King’s Law, so it’s a given. You can, however, take from chests in the Main House if you're a resident.
- Tamor is a moderate region. Please follow consent rules associated therein.
- Residency stems from RP. There is no application. Space is limited, so it comes down to gaining favor with residents already there, as well as Joanna Blackwood.
There are many local legends and lore around the village. They are exactly that- Just legend. What you find in Tamor is not true server lore. Just some backwoods beliefs that some characters fully believe. If your character comes to live in Tamor and does not share those beliefs, that's fine. RP is RP.~
"As you leave, the wind whispers sadly to the chimes hanging in the trees."
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