Taming the Wilds!
A vast frontier and wilderness, full of savage and hostile tribes, creatures, monstrous humanoids, goblinoids, and strange Fey.
Hardy men and women needed to plant the seeds of civilization - taming the wilds for the people of Midgard to expand, build, and grow within this dangerous world. These brave explorers will help navigate and map out the wilds, identifying ideal lands to settle, farm, or defend against evil. With a burgeoning but increasingly confined population, safe and usable land is fast becoming harder to come by. Applicants need only obtain charters at the local garrison or adventurers' guild, which will provide the necessary writs to explore and settle under the jurisdictions of the several States of the Hinterlands. Applicants are expected to provide their own security, equipment, and necessary supplies. Rewards include, but are not limited to keeping what wealth you come across during your travels (within legal reason) and becoming stewards for any new settlement or castle. The rugged northeast and eastern reaches of the Hinterlands are believed to have the most potential but those lands are wrought with savage beasts and monstrous humanoids that prey upon civilization. High risk, high reward!
Writs will specify that said applicants are starting their own Explorers Guild or Adventuring Group in order to legally explore and settle new areas to the northeast or east of the Hinterlands. Some lands towards the south between the Hinterlands and Empire require special approval from the Lords of the nearest State. Those to the northeast or east will enter into a Legal Pact with the Three-State region of Silver Moon, Hammergrym, and the City of Labyrinthine which also includes the human free City-States within the area. The Pact binds any new settlements to this region, including free trade and mutual defense agreements. These start up businesses are high risk, but expected to yield high rewards. Upon successful settlement, the applicants are free to define their business ventures within the confines of the Writ, so must have a clear end state within their Writs. Persons may apply for multiple Writs, with the first starting out at 5,000 gold pieces. Subsequent Writs increase by 10 percent for each new Writ. Applicants are responsible for all other costs they may incur. Again, the risk are high, the rewards are vastly more significant.
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