Post by Fehu Isa on Nov 26, 2008 1:07:26 GMT -6
Top 20 things you need to know to play in Fehu Isa
(in no particular order)
(in no particular order)
1.The landscape is not terrible. The forest gives good protection and though in winter it might get chilly, it certainly isn't as brutal as some cities of Torvaldsland. It's pretty woodsy and green here, actually.
2.The weather on any given day is the same as in Juneau, Alaska. So before you act as if it's freakin' freezin' Mr. Bigglesworth...or snowing or raining, check the temp./weather in Juneau.
www.wunderground.com/US/AK/Juneau.html?MR=1
3.Fehu Isa is run and exists as a Torvaldsland outpost, but it is, by the map, still south of the Torvaldsmark and therefore, it is technically in the South. Northern Traditions are, however, followed in regard to such things as taking companions and enslaving women.
4. To companion, you merely state your wish to make the woman your own, she states she agrees. If she has a father, or any male siblings, you would work out the dowry but if she does not, then all that remains is to share wine, to have her name your axe. Unlike the Southern traditions, there is no yearly end to companionships. Only slavery or death can break the bond you make.
5. The principal export of Fehu Isa is lumber. Followed by verr products (meat, wool, horns), fishing and products of the Northern Forest.
6.The outpost has 2500 approximately who call the outpost home. Most of these are the NPC city guard, the sailing fleet for defense, raids, and fishing, the workers of logging and milling, as well as their families and various other needed people. (Blacksmiths, thralls, bondmaids, construction workers, stone masons, etc.)
7.The beaches here are rocky, stony places, not sandy like Southern beaches. But in warm weather, they are still popular for sitting out and enjoying the water.
8. The docks are in very shallow water, so cargo ships must be anchored out from the shore. While this makes it more complicated to load and unload goods, it acts as a safety measure from any who would seek to invade by sea.
9. Ships most common to Fehu Isa are the shallow-running barges and Serpent ships. They do not sit as low in the water and thus can get up to the docks more easily.
10. About a quarter pasang into the forest, there is a hot spring pool. A naturally flowing hot spring rises up somewhere deeper in the woods, (for fear of Panther Girls, none have plumbed exactly how far in) runs downward toward Fehu Isa and then pools at the edge of the forest. This is a good spot for bathing, doing laundry, and gathering to chat even in the coldest weather. It is rather heavy in minerals and not good for drinking.
11. The Laurius has many underwater tributaries that flow toward the sea. Some reach Fehu Isa in the form of wells. There is always a good supply of fresh water here.
12. The houses are in keeping with ancient Norse houses. Here's a diagram.
They are long buildings with a front portion for 'public' life, and a small portion in the back for sleeping. There are few if any windows, none have glass for certain. Most buildings have no second floor, and those who do, it is usually a barn with a small loft portion built to keep feed off the ground.
13. Men are referred to as Jarl, and women as Lady, though 'Sir' and titles of caste are still appropriate 'Warrior' or 'Physician' for example. A slave should not ever use a free person's name, unless they need to point out who they are speaking of, and it should be prefaced with Jarl (Jarl Ivan).
14. There is no 'High Jarl'. That is a title which would apply only to the highest Jarl over ALL of Torvaldsland clans, much like the title of 'Emperor' or 'King' would be used on Earth. On Fehu Isa, to differentiate the leading Jarl from the average jarl, use his name 'Franz' (Jarl Franz) or his other title 'Warden of Tem Reach', or 'Warden'.
15. 'Ho' is not some special Torvaldsland greeting, 'Tal' 'Greetings' etc... are just as welcome here.
16. To be enslaved in Fehu Isa, you have only to be tossed into a circle. HOWEVER... it is not lawful to trick any free woman into entering a circle unknowingly.
17. Bondmaids are not kajira. They don't kneel to serve. Their serving is more like a waitress. And if you're a Jarl, a VERY FRIENDLY waitress.
18. Bondmaids dress in kirtles, long sleeveless dresses of wool with a deep V neckline and slits up both legs to the mid thigh. Silks are impractical here
19 .Bondmaids work harder than their Southern counterparts. They cook, clean, do laundry, weave, sew, tend the livestock... there is not a lot of 'kneeling about waiting to be called to serve.' They are either asleep... or doing something.
20. Bondmaids names are proper nouns. In the screenname, there is a reason they are in lowercase. In play, they should be capitalized.
21. Travel takes time. When leaving Fehu Isa, or returning to its shores, you must take into account that time passes. This means that, depending on the distance, you must RP out the traveling. You should not pop into a distant land (be it a 'private' SL like Cos or Schendi, or a 'public' one like Kajira Waterfalls) and then off to another one.
22. There is great temptation to play in 'public' rooms, meaning rooms which have no listed city to which they belong like Kajira Hotsprings or Gorean Arena or example. For the purposes of playing in Fehu Isa, only one 'public' room on the usual list is considered near enough to play in and that is Cliffs of Gor. The Kajira rooms are considered by the creators of this SL to be near the city of Ar, as is the Gorean Arena. The Cliffs are located near the Northern Forest, and thus only one OOC day to get there and one OOC day to get back is required.
23. Free women appear to be much more free in the North in compare to their Southern cousins. They can go about without veils and robes of concealment for instance. But this does not mean they can go where they like. They are not under the same rules of enslavement that Southern women have. There is no law on their side if some man plucks them up and throws them into a bondmaid circle. No law that allows them anything at all. No caste from which to claim aid. They do not go wandering around outside of town without guards and those guards must number according to their status. The daughter of a fisherman would not have a retinue of twenty guards, nor should the woman of a high-ranking captain walk about with only two. For the purposes of playing in Fehu Isa, without the accompaniment of your IC companion / father / elder brother / uncle.. whomever is your lady's legal guardian, you don't leave town. Simple as that.
24. Fehu Isa is run very much like the feudal kingdoms in the middle ages. The Jarl, (Franz Castellan) owns the lands of Fehu Isa. A man, wanting a portion of the land to raise crops and/or animals for his family, becomes a vassal under the Jarl. He works the land and is allowed to keep a portion for himself. The rest is given over to Franz to pay the rent for the land. In return, the man and his family are under the protection of the Jarl. They are allowed to make complaints and to seek justice for wrongs done through petition to the Jarl who will render his verdict and handle the assurance of justice being done.
25. Do what you like when playing here, but do so realizing that repercussions will be meted out. Pride is a key point here. Insult a man's pride and it may cost you your life. Act trampy and wind up in a bondmaid circle. Serve with snarky thoughts and you may be punished. In short, to play in Fehu Isa, you consent to whatever may occur. If you believe you have been treated unfairly, please keep the log and submit it to FranzCastellan@aol.com. That is the last measure of justice you have. His decision is final.