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).

The High Kingdom
The High Kingdom is the dominant nation of the server. Every other month, one nation gains the mantel of High Kingdom. This is done by being diplomatically adept and militarily strong. If a nation has more members, larger towns, more battles won, or more treaties signed, its leader may become the High King- they will be able to choose a title (that I will try to make visible in chat). The High Kingdom will own the spawn (must keep the shops & rules in place).

Any towns or nations associated with the server admins are not eligible for High Kingship

The Capital
The Capitalship is rewarded to the most organized, uniquely built, culturally relevant city. Every other month (starting in September), one town gains the mantel of High City. The High City is inspiring when a player sees it, but as the server capital, it must play an active role. The server Capital is not necessarily part of the High Kingdom. The High City will be given the admin shop, if they build a little area for it. The mayor of the Capital will get to choose their title.

Any towns or nations associated with the server admins are not eligible for Capitalship.

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

Super pieces that have been found so far:


 * Beesting (crossbow), found by The_Schlank of Crab Season
 * Patriarch (netherite sword), found by cjak40 and Swindel_ of Arvenden (currently called Unholy Mandate)

Super pieces that have not been found so far:


 * Sarissa
 * Smuggler
 * Leviathan
 * Look in the Tower of Fire
 * Beastfeller
 * Baller
 * Goodnews
 * Booties
 * Barbeque
 * Hrtkos
 * Terrorist

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.