Institutions of Jagdas

These "institutions" are special server systems designed to promote a world building centric model of play. Although, it is important that these do not get in the way of what makes Minecraft great (building, pvp, conquest, exploring, etc).

Monasteries
Monasteries are a select type of player town which is obtained by registering it with the server owner, Stoneystoner. There are a fixed low amount of Monasteries. They get many benefits, but must also adhere to certain restrictions (like they are monks).

To become a monastery

 * You must have your own town at the head of your own neutral nation.
 * Your town/base must consist of either one structure or one compound (with walls or some substantial physical encirclement). Small side structures are fine as long as the main building is more massive. Crop fields and animal pens are not included as structures.
 * Monasteries must remain neutral and cannot partake in towny war. Monastery town residents may pvp and raid with other players, though.
 * Your server role is to compete with other monasteries for cultural influence over the server. They may do this by promoting symbols, ideals, nation alliances, charity, public works, embassies, or any other means of attracting people to your cause. If your influence is minimal and greatly overshadowed by others, your monastery may lose its status and protections.
 * You are strictly forbidden from using mob spawners.

Benefits of having a monastery

 * You will get a monthly stipend of money (for nation neutrality), dyes, wool, books, and other significant customization materials. This will not include many mechanically useful Items
 * Your monastery will have an admin shop inside its walls (how exactly this would work is still debated)
 * You will have a greater role in server history and lore

Super Pieces
There are multiple super weapons scattered across the world of Jagdas. Some of them have maps to their locations. Some don't.

Lorebooks
The server lore is external world building that serves as a background to how we play the game. Most lore should not be too abstract and be based off of in game items, places, people, stories, and mechanics. This does not exclude creating fantastical systems or mythology (like the server creation story), but please keep it grounded and relatively easy to incorporate with other player-made lore.